This tutorial
will take you through the new entities for Q2
Capture the Flag, and what you need to do to get
a CTF map up and running. The only exception is
info_player deathmatch, which has a slightly
different usage than standard DM. NOTE: in
the initial release of Q2CTF, maps had to have a
"message" key/value pair in the
worldspawn entity, or they would crash.
This appears to have been fixed in version 1.01.
Player
starts:
The most
important diference from standard Q2 editing
is the use of player starts. You need
to add starts for the teams, as well as
generic respawn points
info_player_team1,
info_player_team2:
These are
the team spawn points, and are
only used when a player first joins a
team. The only key/value pair
for these is the "angle"
key, which detemines which direction the
player will be facing.
Team 1 is red. Team
2 is blue.
info_player_deathmatch:
These are
the generic spawnpoints that are used for
the remainder of the game (example:
if you die, you come back to one of
these, not to a team start.)
Again, the only key is the "angle"
key.
These
also determine where the tech powerups
will spawn when the map begins.
NOTE:
There are no info_player_start entities in
CTF maps. CTF forces a server into
deathmatch by default, and so they are never
used.
item_flag_team1, item_flag_team2:
What would
CTF be without flags? These are easy enough
to use. Simply place them in the map where
you want them to be. That's it.
misc_ctf_banner, misc_ctf_small_banner:
These are the
big waving banners you see hanging on the
walls. They take two key/value pairs:
"angle"
use this to rotate the banners. simply
rotating them in the editor will do nothing.
"spawnflags"
defaults to "0"
(red). Set to "1"
for a blue banner.
And that's it...
-GrrandMaMa
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