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6.0
Putting it all together
All
that remains is setting up the map for multiple players. This
is a relatively simple step, but conversely offering some of
the most headaches. Be methodical, trying not to do too much
at once so you don't get confused with all the file swapping,
copying and renaming to the other game folders as you go along.
Its here that Textpad really comes into its own. If you
have not taken the time to download this marvellous text editor,
then all I can say is 'Good luck!' If you have it then this
is a simple task.
6.1
Adding more players to the basic 2-player (1v1) map.
As
has already been mentioned in this primer, Homeworld needed
maps with a seperate folder for each player number,
ie, there was a map (as in a folder containing every file needed,
or a stand-alone map) for two players, a map for three players
and so on. This meant that when you made a map for 2-4 players
you would have to make three versions of the map: one for two
players, one for three players and one for four players. Each
Folder was a stand-alone map in its own right and could be used
as such. But we dont have to worry about this any more.
Those
days have gone with the advent of the Random
Starting Positions. The player start point (the location
you give the players starting fleet in the missphere file),
wherever you place one, a player may start there in a multiplayer
game ("may" because start points in Cataclysm are random). You
can have up to 8 start points in a multiplayer map.
If
you set up an eight player map, and then start playing on it
with just 2 players, then the chance is there, that in all that
volume, the players still begin in the two positions closest
to one another. Perhaps you like this, BD certainly do, so much
so they hardcoded it into the game and now whether we like it
or not is a moot point. We are stuck with it.
This
is why I suggest beginning your map by creating a 2 or 4 player
map and working up, releasing 2 or three versions of each map
that could support the higher player numbers. (ie; a 2-4 player
version, a 4-6 player version and a 6-8 player version).
The
changes between versions are relatively minor involving changes
to the folder name, the level files, and the Mothership_#.missphere
files. Other changes can be made as needed to any of the other
files that make up the map.
According
to TAKER, this means that you should always start your map by
editing the version with the most number of players that you
will make starting positions for. Now, if you have been following
the Tutorial then you are probably thinking "WhatwhatWhaaaat!!??
I've been spending all this time making a two-player
version! What the smeg is going on!?" Well, personally,
I always draw out my maps on graph paper first and so have a
pretty good idea of where I want all the players to start. And,
I like to see the map with all (or most of) the resources in
place before I begin adding any players. I have a habit of adding
scouts to all the player missphere files, and placing those
scouts on the map right next to what I want to see etc. Starting
with two players means that I have a 50% chance of getting the
mothership file/starting position that I want, and that there
is only two Mothership
files to deal with if i decide to stick in a bunch of scouts
near a location that i am interested in. So, what this in fact
all means, is that the addition (and location) of the player
Mothership files is usually the very last thing I do.
Remember,
none of this is really necessary, you could just release an
8 Player map and be damned with it! It will still work just
as well with two people, if there are eight player misspheres
present.
But
lets cover the process of scaling up your map for more players
once you have done a 2 player version. We will take each file
as we already covered them in the primer, starting with the
actual folder itself:
6.1.1
The Map Folder
The
biggest difference between each version of your map is that
each folder will contain a different number of Mothership_#.missphere
files, one for each player that that folder stipulates. Map
folders are written name* where
the * is the number of players
the map will support. So this number at
the end of its name is the
only difference
between each version folder
name that you need.
(remember;
case is important). Example;
'DSpiral2'
- this is for two players only, and as such will contain two
Mothership files.
'DSpiral3'
- for three players and will contain three Mothership files.
'DSpiral4'
- for four players and will contain four Mothership files.
etc
Two
players is the minimum amount of players for a multiplayer map,
you can't have a One-player version folder. The maximum number
of players HW:C can support is Eight, meaning that there will
be a maximum of Seven folders for any given map.
6.1.2
The Description.txt file
The
Description.txt file needs only be copied from your original
version of your map. Changes in this file are entirely optional,
but as it holds what the players will read in the information
screen when they select your map in the game, I suggest revising
the player number bit anyway. Its just nice.
6.1.3
The level file
As
we have already covered, the level file has to have the same
name as the folder it resides in, so if you had a map folder
called cRevelation2, then cRevelations2.level
would reside therein. A three player version of the same map
would be in the cRevelations3 folder
and contain a level file called cRevelations3.level
and so on.
The
third line of text in the level file names the folder remember,
and so needs to be changed, I am referring to the line; ';
Multiplayer Level:
cRevelations2', The 'cRevelations2'
attribute tells us that this is from a folder called 'cRevelations2'
etc.
The
level file also deals with the Mothership_#.missphere files
and tells homeworld where to look for each players Mothership
file; for a three player map there will be three of these lines
pointing to the three Mothership files that will be in the 3
player folder. And so on.
We will cover these in more detail below.
If
you name an alternate background in this file (and there is
a growing number to choose from) then these alternate Lighting
and Background files (*.hsf & *.btg) must be included
in all folders, as each will be a stand alone map..
6.1.4
The Mothership_#.missphere files
Each
map folder name tells us at a glance just how many players that
folder supports. It therefore tells us how many Mothership_#.missphere
files are to be found in that folder. The level file in that
folder will list (in the MissionSphere lines) what each players
Mothership file is called, and HW:C will seek out that file
for the starting fleets and their locations for each player.
So,
taking as an example a four player version of any given map,
its level file will list 5 'Missphere' lines pointing to 5 different
missphere files; one ResourceSphere file and four Mothership
files, i.e.;
ResourceSphere_1.missphere
Mothership_0.missphere
Mothership_1.missphere
Mothership_2.missphere
Mothership_3.missphere
As
all these files are named in the 4 player map version they will
be found in the 4-player map folder. Changes should be made
to these files without fear of consequence; if the locations
and composition of all the resources and the player starting
fleets can be changed with each map, just be careful that if
you rename a file you rename the contents part of the MissionSphere
line to match.
6.1.5
The ResourceSphere_#.missphere file
The
level file names the ResourceSphere file used in the map. You
can easily copy the ResourceSphere
file directly from the previous folders, just be careful that
if you renamed the contents part
of the MissionSphere line, you rename the *.dist file it points
at.
There
is nothing stopping you add more resources for your higher player
number maps, indeed it is a commonly done thing, you need only
look at 'Hyperspace arena' and 'Lughnassad' for examples of
this.
Actually,
to give you an example I will discuss 'Lughnassad' and my reasons
for doing this.
In
this map I originally had three of the Traders Mining Base's
(from the singleplayer mission 'Bridge of Sighs') in a huge
cluster of asteroids. I wanted each Mining Base to give the
impression that it was actively mining so I added huge tails
of dustclouds behind them. dustclouds have higher RU values
than the asteroids, also these dustclouds I made denser and
had them regenerate faster than the asteroids so they would
be focal points for the players to fight over.
After
I had done this I decided that for a two-player game having
three of these Mining Bases would be a bit overwhelming, so
I decided to cut them down a little. I renamed the ResourceSphere
file containing the three Mining Bases and their mined dustcloud
tails from 'ResourceSphere_1.missphere' to 'ResourceSphere_3.missphere'.
I then deleted one of the Mining Bases and its attendant dustcloud
and saved the file as 'ResourceSphere_2.missphere'. Lastly I
deleted two of the mining bases/dustclouds leaving just the
one and saved this file as 'ResourceSphere_1.missphere'.
So,
I ended up with three Resource files, I used 'ResourceSphere_1.missphere'
for the two and three-player version of the map, 'ResourceSphere_2.missphere'
for the four, five and six-player version, and lastly, used
'ResourceSphere_3.missphere' for the seven and eight player
version.
All
I had to do then, was make sure that each in each level file,
I had the contents part of the MissionSphere Resources line
named correctly. And, that I had actually copied the correct
files into the correct folders. I would only need to rename
them for easy identification when working and tweaking to get
the resources for each player version ready. There is nothing
that says they cant all be called the same thing, they are for
seperate maps after all.
6.1.6
The 64k-WON Limit
The
ResourceSphere can be no bigger than 64k to allow downloading
over WON. Any bigger and it won't be able to be passed over
WON, all players will need to have downloaded and installed
the game prior to starting. This is easily fixed. You need to
split your resources over two ResourceSphere files and call
them for example; 'ResourceSphere_1.missphere' and 'ResourceSphere_2.missphere'.
Make sure that you add an extra 'MissionSphere' line in all
your level files, pointing to this new ResourceSphere and just
make sure that both are in all your folders.
6.1.7
Distribution files
Distribution
files you may also want changed. The distribution files you
have may be too light for a 8-player map when they are just
right for the 2 player version. As I keep iterating, each folder
that makes up a multiplayer map is a strand-alone map and so
there is nothing stopping you tweaking the ratios of each asteroid
type. Just be sure that if you change the name of the distribution
file or add more in, then the ResourceSphere file has the correct
distribution file(s) named, matching those you are using in
that map version.
This
also goes for the regeneration of clusters using the 'regrow'
property, (2048) there is nothing stopping you make resources
clusters regenerate in only the higher player games. Or regenerate
at different rates depending on player numbers. Whatever.
Ok,
you are finished your map. Are you happy? Now is the time to
tweak. Perhaps it needs denser or lighter cluster of asteroid?
Perhaps you would like derelicts floating around? Perhaps the
players need jiggled about or swapped around? Do the ResourceSphere
files need to be split so they don't exceed the 64k-WON limit?
Is the sensor manager max/min zooms fine for your map? And so
on. As far as I'm concerned; 'a good map is never finished
its just abandoned...'
If
you have been following the tutorial and are now in possession
of a fine map entitled 'Revelations' then looking at it in the
state it is in now, the version included with this primer, there
are a whole number of things I feel could make it a better map
and little tweaks you can make... Crates in the description.txt
file vs crates in the Revelations#.level file for instance?.
I'm not going to tell you as you know pretty much everything
now, and you probably have your own ideas about what could improve
the map 'waddaya mean by 'Select all and the hit delete!?'.
Test
your map in all possible permutations or at least be aware of
these permutations and that they will work fine. By this I'm
talking about playing it for every amount of players it supports.
Try
to get in as many full games against the computer on your map
as you can be bothered with. Try at least one game using every
possible number of players (preferably more than the one game).
Play
it over WON. Let everybody know that's it's a beta and encourage
feedback.
Stick
all the folders that comprise your map in a new folder named
after your map, add a Readme file and zip it up. (You need to
have either WinRAR, or WinZip for this. If you don't have it
then I don't believe you). Send it to as many people as you
can and have them play it, encouraging feedback. If you can't
play over WON, send it to some other people, and have them play
it over WON.
When
you are happy, and everybody who's opinion you value is happy,
(I tend to ignore feedback from people who start every game
with 9999 resource injections, I mean anyone can make pretty
scenery...). Send it to Dylov
at Project Red: The
Map and Map Makers Archive, also to BPLlama
at The
Homeworld Map Archive and ask us nicely to post it on the
sites just header the email with 'HWCMap Submission'.
Don't
fret too much about updating your map. If you have prepared
adequately enough before hand any changes would be more than
likely the feedback from a much greater test group and more
than likely be a game-play issue resulting from all this game
play.
The
Readme.txt file is not too important unless there are issues
on your map than need to be conveyed and you need more space
than is possible with the Description Box in HW:C, it is scrollable,
but including the zip info is always a helpful thing to add
to a zip file. Just copy any you already have, If you've downloaded
any map for HW:C by me then you will already have one.
Well,
that's pretty much everything I can tell you about map making
for HW:C. If you are stuck at any part or not clear on specific
details then there are a number of things you can do;
Experiment! It's
a doddle to swap between windows and homeworld to see your
changes, you only ever would need to reload HW:C
when you add new folders into the multiplayer folder. And
of course, when it crashes.
Ask! If you have
a specific problem with your map and the above resources do
not seem to help at all, post it to the Project Red boards,
the OMO boards or the Relic Editing boards and I am sure that
one of us will do our best to help you.
Look! At other
maps! This is my favourite, I am always looking to see how
the others do things, and grubbing about in every file I can
lay my hands on.
I
can always be found at on the Project Red and OMO boards as
well as keeping an eye on the relic boards (try them in that
order) for bug reports, feedback and questions etc . Failing
that you can email me at hwprimer@ntlworld.com
should you so wish. (See the 'About
the Primer' page).
Dylov
(...Grunter-OMO on WON).
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