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Part
Three: Overview
In this section
you will create and edit the Level File: 'DSpiral2.level'.
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3.1
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Create
the level file. Copy and Paste any Level file into the
DSpiral2 folder. Rename this file DSpiral2.level. |
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3.2
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Change
the 'Multiplayer
Level:' tag, and the 'Info:' tag and add the name of
your map inside the square brackets. |
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3.3
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Check
the Missionsphere lines are the correct amount and pointing
to the right files. |
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3.4
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Change
the background and lighting. |
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3.5
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Change
the universal settings (Sensor manager settings and
the overall map size). |
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3.6
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Set
the ships that will be available on the map. |
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3.7
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Set
the default music. |
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3.8
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Part
Three Summary. |
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Quick Links Relevant
to this Chapter
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3.0
The Level File
The
Level file contains all the basic information about your
map. It contains the name and race of all the starting ship
files, the name of the resource file, the universe size,
the lighting type, the background type, the sensor manager
zoom sizes, the default song to be played and any ship restrictions.
There will never be more than one per folder and all will
contain only minor changes between folders of the same map.

3.1
- Create
the level file.
The best place to start with a *.Level file is with one
that already exists. Every map you Have has one. Every map
that you don't have has one too, you can trust me on this.
Happily, the HWC Tutorial Map files folder has one too,
and more; it's snappily named: HWCTutorialMap4.level.
Pretty damned snappy huh?
3.1.1
- From the Tutorial Map files folder and copy the
file called ‘HWCTutorialMap4.level’ into your ‘DSpiral2’
folder.
3.1.2 - Rename the file to:
‘DSpiral2.level’ (always take care that when you
rename the *.level file to match the folder it resides in,
that you rename it EXACTLY
as the name of the folder is, remember when we talked about
CaSe?).

3.2
- Changing the
'Multiplayer Level:', 'Info:' and the map name.
Open
up this 'DSpiral2.level' file.
Textpad is
best for this. Look ye now at the top six lines. They look
like this:
;
MissionMan script, Friday, Sep 3 1999, 12:15:09 PM
;
Copyright (c) 1998-99, Relic Entertainment Inc.
;
Multiplayer Level: HWCTutorialMap4
;
Info: HWC Tutorial Map (2-4)
[HWC Tutorial Map (2-4)]
These
first six lines have to retain this Format, so all
you will change is the 'Multiplayer Level:' tag, and the
'Info:' tag and the name of your map inside the square brackets.
Keep that fifth blank line, (between the four header lines
and the map name in the square brackets) as well as the
blank line immediately after the map name in square brackets.
3.2.1
- Change the map name to ‘DSpiral2’,
(and see that it matches the name of the folder in exactly!
If the folder is called 'dspiral2' and you input 'DSpiral2'
here then it will not work, it wont appear in the custom
map listing in the game, always remember that case matters).
Change the info tag to ‘Downward
Spiral
(2)’,
and change the name in square brackets to ‘Downward
Spiral
(2)’ The
name in the square brackets is what will appear in the game
itself when you pull up the maps listing.
So
now your header should look like this:
;
MissionMan script, Friday, Sep 3 1999, 12:15:09 PM
;
Copyright (c) 1998-99, Relic Entertainment Inc.
;
Multiplayer Level: DSpiral2
;
Info: Downward Spiral (2)
[Downward Spiral (2)]
3.3
- Missionsphere
lines; correct amount and pointing to the right files.
Take
a look at the next five lines, these are all MissionSphere
lines We see that these refer to a Resource MissionSphere
file entitled ‘Resource.missphere’ and four Mothership files
entitled ‘Mothership_0.missphere’ (for the first player),
‘Mothership_1.missphere’ (for the second player), ‘Mothership_2.missphere’
and ‘Mothership_3.missphere’. Take a guess at who the last
two are for...
If
there are more than two lines dealing with Motherships files,
just delete them, if there are less than Two (and I can't
envisage that happening but just in case) then just close
the file, go find another *.Level file from any other working
map folder', and using this file go back and do part 3.2
again. If you have four then this is cool, but we only need
Two, so delete the lines dealing with ‘Mothership_2.missphere’
and ‘Mothership_3.missphere’.
Basically
you only need One resource missionsphere line (for your
resources) and Two Mothership missionspheres (for your two
players as this will be a 2 player map to begin with). You
have two? Cool, this is fine, lets leave these as
they are, we will eventually be adding the files as named
in these lines but for the moment lets move on to the last
chunk of lines in your level file.

3.4
- Universal
Map Settings: background
and lighting source.
Okay
then, lets sort out the universal map settings of our map.
The first thing we want to do is decide on a background
and lighting source for the map. Our DSpiral2.level file
has currently got lighting file ‘mission03’ and background
file ‘mission03’ set. These correspond to lighting file
mission03.hsf and background file mission03.btg (the Lighting
and Background from single player mission three would you
believe), which are found within the Cataclysm.big file
if you’d care to go looking with the ‘BIG viewer’.
3.4.1 - We could change these
to brand new backgrounds downloaded from the web and not
to another single player map file, sadly we are just gonna
use a single player map file (the one with the black hole
(mission17).
If
we wanted to add in a background of our own, to say, a brand
new one as supplied to us by the inimitable /Downslope\
we could. Easily. And here's how:
In
the Tutorial Map files folder there are two files that you
could quite easily copy into your DSpiral2 folder they are
‘downslope.hsf’ and ‘Downslope.btg’. Then,
simply name the background and lighting parameters exactly
as the new maps are called (case remember!) i.e.; change
‘mission03’ to ‘downslope’ for the Lighting line and ‘Downslope’
for the Background line. And the game will load up that
very background. As long as the background is present in
the actual map folder and named correctly in the Level file,
it will work fine.
3.4.2
- For these lines though, change ‘mission03’ to ‘mission17’
for the Lighting line and ‘mission17’ for the Background
line. In the Background line, change the rotz from 200 degrees
to 0 degrees. and keep the roty to 0 degrees.

3.5
- Universal
Map Settings: Sensor
Manager parameters.
Next
we have the Sensor Manager parameters to deal with.
3.5.1
- Leave the first three lines alone (the smDepthCueRadius,
smDepthCueStartRadius and the smCircleBorder).
The Zoom Max and Zoom Min we will leave also,
these are fine for our needs, and we are not making a huge
map.
3.5.2
- We will however reduce the size of our map though,
change the next three parameters regarding the Universe
size (radius) to 100000 (100km). Do this for all three lines
(smUniverseSizeX, smUniverseSizeZ and smUniverseSizeY).
For each axis we are setting radius to 100km, therefore
this will make the map a big cube 200km in length, width
and breadth.
These
lines should now look like this;
Lighting
mission17
Background
mission17,
0, 0
smDepthCueRadius
50000
smDepthCueStartRadius
20000
smCircleBorder
90000
smZoomMax
500000
smZoomMin
30000
smInitialDistance
145000
smUniverseSizeX
100000
smUniverseSizeZ
100000
smUniverseSizeY
100000
3.6
- Ships
and that will be available on the map.
Lets
sort out then what ships will be available and set the default
music for the map. At
the moment your DSpiral2.level file excludes all alien races
bar the Somtaaw and Beast, we however want more, we are
going to add a moderately defended station on our map, lets
use the Traders Research Station for this. The map already
includes both crystal types and crates as well as the derelict
Acolyte, which is in fact the Super Acolyte found in the
final mission.
3.6.1
- Below the line that says “ExcludeShips
RACE_SECT,sMothershipEnginesLower” we will add the
station and its defence by including it on our map using
the “IncludeShips” command. We want to add a ResearchStation
and the Junk_Lgun and Junk_Sgun. So we would
add these three lines;
IncludeShips
RACE_TRADERS, ResearchStation
IncludeShips
RACE_TRADERS, Junk_Lgun
IncludeShips
RACE_TRADERS, Junk_Sgun
We
have not actively excluded the Somtaaw and Beast races so
they will be there, adding the lines; ‘Includeships
RACE_SECT,All’ and ‘Includeships
RACE_BEAST,All’ is merely superfluous as both are
default races, but you’ll notice that the beast 'bSectMoShip',
the Somtaaw 'sMothershipOreCanArmour', 'sMothershipLowerSpine'
and the 'sMothershipEnginesLower' mothership parts have
been excluded, this is fine as these are for the single
player missions only and we could only possibly use them
as debris, leave them alone.

3.7
- Default
Music.
Lastly
we will set the default music for the map.
The
song number, is currently set at ‘0’, which is a sort of
default, lets change this to song 10. The song can be any
number between 0 and 17, changing this will not affect use
of the '<' and '>' keys when in the game to change
the music.

3.8
- Summary
So
all our final lines in the DSpiral2.level file will
look like this;
ExcludeShips
RACE_DERELICT,ALL
ExcludeShips
RACE_KUSHAN,ALL
ExcludeShips
RACE_TAIDAN,ALL
ExcludeShips
RACE_P1,ALL
ExcludeShips
RACE_TRADERS,ALL
ExcludeShips
RACE_BEAST,bSectMoShip
ExcludeShips
RACE_SECT,sMothershipOreCanArmour
ExcludeShips
RACE_SECT,sMothershipLowerSpine
ExcludeShips
RACE_SECT,sMothershipEnginesLower
IncludeShips
RACE_TRADERS, ResearchStation
IncludeShips
RACE_TRADERS, Junk_Lgun
IncludeShips
RACE_TRADERS, Junk_Sgun
IncludeShips
RACE_DERELICT,dCrystal0
IncludeShips
RACE_DERELICT,dCrystal1
IncludeShips
RACE_DERELICT,dCrate
IncludeShips
RACE_DERELICT,dAcolyte
LensFlare
ps-50-300mm-zoom
Songnumber
10
And
that’s the level file done with for the moment. Save your
file and close it up. Pat yourself on the back and tell
yourself how brilliant you are, you are well on the way
now to completing your first map.
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