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====== Custom maps ====== | ====== Custom maps ====== | ||
- | Custom maps can range from simple to very complex. The map maker can change or create the terrain, Choose specific map textures, overlay terrain with images and more. Additionally, | + | ===== Guidelines for Submitting Maps ===== |
+ | |||
+ | * Make a fun map that **you** enjoy playing, then share it with the community. | ||
+ | * No explicit images or concepts. Violating this rule will result in a ban on future map uploads. | ||
+ | * No content that is offensive, contains offensive symbolism((historically charged symbols, often associated with divisive ideologies; contentious periods; or drug use references)), | ||
+ | * No maps that are intended purely for obtaining an achievement, | ||
+ | |||
+ | ===== Getting Started ===== | ||
+ | Custom maps can range from simple to very complex. The map maker can change or create the terrain, Choose specific map textures, overlay terrain with images and more. Additionally, | ||
+ | |||
+ | The first step is to decide on a name(( | ||
+ | <WRAP round box >The map name will be the name of a folder in the editor subdirectory under the game directory | ||
- | The first step is to decide on a name((<WRAP round box > | + | <code -> |
- | The map name will be the name of a folder in the editor | + | %HOMEPATH%\Documents\My Games\creeperworld4\editor\ |
+ | </ | ||
- | < | ||
</ | </ | ||
- | )) for the new map | + | )) for the new map |
{{new_map_step_1.png? | {{new_map_step_1.png? | ||
- | Please note that if you plan to upload a map to the community, the name should not be offensive in any way. ((This goes for all community content and all community content are subject to removal at the absolute discretion of Knuckle Cracker, LLC. or their designated agents. Community-submitted map are also subject to removal if they are reported by a sufficiently large number of other members.)) | + | Please note that if you plan to upload a map to the community, the name should not be offensive in any way. (( |
+ | This goes for all community content and all community content are subject to removal at the absolute discretion of Knuckle Cracker, LLC. or their designated agents. Community-submitted map are also subject to removal if they are reported by a sufficiently large number of other members. | ||
+ | )) | ||
===== Map Editor ===== | ===== Map Editor ===== | ||
- | New maps can be created in one of two ways: | + | |
- | <tabbox Create new Mission> | + | New maps can be created in one of two ways: |
+ | |||
+ | <tabbox Create new Mission> | ||
{{map_create_dialog.png? | {{map_create_dialog.png? | ||
+ | |||
<tabbox Import a CW3 map> | <tabbox Import a CW3 map> | ||
+ | |||
:!: To be supplied | :!: To be supplied | ||
+ | |||
</ | </ | ||
- | The map will now open, almost like any playable map, with the notable exception of the small, green " | + | The following video is an excellent overview and tutorial of using the Map Editor in CW4 created by THE Knuckle Cracker: |
+ | |||
+ | {{youtube> | ||
+ | |||
+ | Note that some aspects of the editor have changed since the video above from Aug 2019 was made but has all kinds of map design tips for creating a wide variety of fun maps. Now back to the written tutorial. | ||
+ | |||
+ | The map will now open, almost like any playable map, with the notable exception of the small, green " | ||
{{editbutton.png}} | {{editbutton.png}} | ||
Line 32: | Line 59: | ||
<tabbox Terrain> | <tabbox Terrain> | ||
- | {{youtube> | + | |
+ | Specifies features of the terrain, including height, appearance, (Anti-)Creeper deposits, Special terrain types and Eco (ecology) settings. | ||
+ | |||
+ | {{youtube> | ||
<tabbox Units> | <tabbox Units> | ||
+ | |||
+ | Built-in units can be placed on the map from here. | ||
+ | |||
{{mission_editor_units.png}} | {{mission_editor_units.png}} | ||
+ | |||
<tabbox Game> | <tabbox Game> | ||
+ | |||
+ | Defines Mission objectives, sets global game properties, etc. | ||
+ | |||
{{mission_editor_game.png}} | {{mission_editor_game.png}} | ||
+ | |||
<tabbox Theme> | <tabbox Theme> | ||
+ | |||
+ | Specifies the [[Map Background|map background]]. Through the use of the [[Theme Editor]] also allows for editing terrain textures, normals, cliff textures, setting an image to overlay all of the map's terrain, or setting custom terrain textures. | ||
+ | |||
{{mission_editor_theme.png}} | {{mission_editor_theme.png}} | ||
+ | |||
<tabbox Text> | <tabbox Text> | ||
+ | |||
+ | Sets a map title, a brief description that will display when the map is viewed in the game and use the [[a.d.a syntax syntax guide|A.D.A. Message editor]]. | ||
+ | |||
{{mission_editor_text.png}} | {{mission_editor_text.png}} | ||
+ | |||
<tabbox Mods> | <tabbox Mods> | ||
- | See [[cw4: | ||
- | </ | ||
- | For more information, | + | Custom units and scripts are done from here. Learn the basics in the [[scripting | Scripting and Making Custom Maps]] |
- | * Terrain - specifies features of the terrain, including height, appearance, (Anti-)Creeper deposits, Special terrain types and Eco (ecology) settings. | + | See [[cw4: |
- | * Units - built-in units can be placed on the map from here. | + | |
- | * Theme - Specifies map background, default or imported themes and edits themes in the [[Theme Editor]]. | + | </ |
- | * Game - defines Mission objectives, sets global game values, etc. | + | |
- | * Text - sets a map title, a brief description that will display when the map is viewed in the game and use the [[a.d.a syntax syntax guide|A.D.A. Message editor]]. | + | |
- | * Mods - custom | + | |
==== Editor keys ==== | ==== Editor keys ==== | ||
Line 60: | Line 102: | ||
{{editor_keys.png}} | {{editor_keys.png}} | ||
- | ====== A.D.A Message editor | + | ====== A.D.A Message editor ====== |
- | Here is a write-up of all rich text formatting allowed in the | + | |
- | [[a.d.a syntax syntax guide | A.D.A text editor]]. | + | |
- | | + | |
+ | The A.D.A Messages can contain text and images. Exercise caution with the images. Over-large images or images that are not relevant to the map, cause the map size to be larger than normal and may cause a map to be removed from Colonies. | ||
- | ===== Image guidelines ===== | + | Here is a write-up |
- | All decisions regarding maps, images and associated content | + | |
- | The aim is to provide maps that are fun to play and suitable for all audiences without being offensive to the majority of the player audience. | + | ====== Map making concepts ====== |
- | Do not use images that you do not have the right to use. If the image(s) require credit, make sure the credit is provided. | + | ===== Image guidelines ===== |
- | ==== Understanding the 3D coordinate system ==== | + | <WRAP round warning> |
+ | Note that importing or using images, | ||
+ | </ | ||
- | Prepare yourself for a shock. In 3D games, the map coordinates are stranger than you may think. | + | All decisions regarding maps, images and associated content is solely |
- | {{cw4: | + | |
+ | Content included in the A.D.A. log should be relevant to the gameplay or to the map in question. | ||
- | Here is a good resource: | + | The aim is to provide maps that are fun to play and suitable for all audiences without being offensive to the majority of the player audience. |
- | [[https:// | + | Do not use images that you do not have the right to use. If the image(s) require credit, make sure the credit is provided. |
- | Also note that, in line with the underlying Unity3D engine, the game uses a left-handed coordinate system in contrast to the right-handed | + | ===== Understanding |
- | {{cw4: | + | Prepare yourself for a shock. In 3D games, the map coordinates are stranger than you may think. {{cw4:cartesian_map_coordinates.png}} |
- | Giuseppe Portelli wrote a series of articles about coordinate systems comparison between Autodesk 3ds Max, Unity 3D and Unreal Engine. If you are familiar with any of those other systems, then this may be the comparison you need. | + | Here is a good resource: |
- | * [[http://www.aclockworkberry.com/uv-coordinate-systems-3ds-max-unity-unreal-engine/ | + | [[https://www.3dgep.com/3d-math-primer-for-game-programmers/| 3D Math Primer for Game Programmers (Coordinate Systems)]] |
- | * [[http:// | + | |
- | * [[http:// | + | Also note that, in line with the underlying Unity3D |
- | * [[http://www.aclockworkberry.com/ | + | |
+ | {{cw4:lefthandedcoordinates_1000.png}} vs {{cw4: | ||
- | ==== Movement | + | Giuseppe Portelli wrote a series of articles about coordinate systems comparison between Autodesk 3ds Max, Unity 3D and Unreal Engine. If you are familiar with any of those other systems, then this may be the comparison you need. |
- | <wrap info> this section should probably move to the section for custom units, since it is material to animating components of a unit</wrap> | + | * [[http:// |
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | * [[http:// | ||
+ | ===== Movement and Rotation ===== | ||
- | Bear in mind that movement is always *along | + | <wrap info> this section should probably move to the section for custom units, since it is material to animating components of a unit</ |
- | For instance, for an propeller airplane to move in a specific direction the coordinate for that direction would have to change. At the same time, the rotational vector for the propeller movement would also change | + | Bear in mind that movement is always *along |
- | ==== World View and Local View ==== | + | For instance, for an propeller airplane to move in a specific direction the coordinate for that direction would have to change. At the same time, the rotational vector for the propeller movement would also change around the same axis. |
- | Many coordinate | + | ===== World View and Local View ===== |
- | World Coordinates are immutable and always arae references from the map origin at (0,0,0) - in the lower, left corner. | + | Many coordinate |
- | Local coordinates | + | World Coordinates |
+ | Local coordinates are relative to a different (parental) unit and is used to integrate unit movement. Using the airplane example again, should the body of the plane move, the rotational component for the propeller should be in local coordinates so that it tracks and is always relative to the direction the body of the airplane points in . | ||
+ | ====== See also ====== | ||
+ | * [[Map Background|Map Background (Planet Theme)]] | ||
+ | * [[Theme Editor]] | ||
+ | * [[a.d.a syntax syntax guide|A.D.A. Message editor]] | ||
+ | * [[scripting| Scripting and Making Custom Maps]] | ||
+ | * [[cw4: | ||
+ | * [[4RPL: |