The Dos/ Don'ts of New Maps

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The Dos/ Don'ts of New Maps

Post by Grev »

I thought it would be useful to instantly teach the newer mappers what not to do in their maps, so lets all pitch in for a list:

Dos:
- Good planning. Go the extra mile to make sure your AI goes the extra few feet before it reaches its inevitable doom to your weapons of mass destruction on the battlefield.

- Originality. This can be hard, but dont make a map thats really easy and that has been done so many times you want to puke.

- Lighting. Good lighting goes a long way. Take Yavin for example. You make a new yavin map that looks totally cheesy, but you add amazing lighting and a great feel to the surroundings using light. EPIC WIN!

Dont's:
- Yavin sky? Blech! Dont ever use the default sky- not even if it matches. People will dismiss that as inability to change the sky. Find a good panoramic sky online.

- Dont make your first map Yavin, unless you have a distinct difference between your Yavin and the 300 other first map Yavins that all look the same.

- Consider new textures. The Yavin textures get really bland after a while.

Now dont go thinking, who died and made this guy the modding authority of GT? Why's he picking on Yavin so much! What a jerk! Well, sure. The fact that I'm reasonably new and know this just proves my point.
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Re: The Dos/ Don'ts of New Maps

Post by NullCommando »

I thought there was one of these but, oh well.

Do:
-Good object placement can make or break a map, so place the objects appropriately.
-Setup barriers! The AI aren't that smart!
-Vary terrain texture.
-Make a good side and weapon setup.
-CP location, don't make em' to far apart.

Don'ts:
-Use the default textures
-Copy over a whole side, take what you need, and no more.
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Re: The Dos/ Don'ts of New Maps

Post by RED51 »

Well you can still copy a whole side and still reduce it; You open up the side req(i.e.:rep,cis,all,imp,ect) and remove the infers/hovers/walkers/flyers/ that you don't need like so:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_officer"
"rep_inf_ep3_engineer"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_sniper"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_pilot"
"rep_inf_ep3_marine"
"rep_inf_ep3_sniper_felucia
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
}
[/code]
to:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"rep_inf_ep3_officer"
"rep_inf_ep3_engineer"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_sniper"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_pilot"
"rep_inf_ep3_marine"
}
}
[/code]
There. See what I did?
As for the yavin thing,. it is starting to get really old. Let's move on to other locations that are not part of the sw uni. Like Brryo(Metroid Prime 3) or Helios Prime(Chronicles of Ridick movie), or even Mars.
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Re: The Dos/ Don'ts of New Maps

Post by destos »

do:
do oftenly test your map after 1 or 2 changes.... i learned that the hard way and had to restart my map 3 times......

if something is stressing you out take a break once in a while.


dont:
dont think that your map will take 30mins and then it will be final project quality.... when i used to think like this none of my maps got completed

dont be afraid to come to GT for help.

thats all i got lol
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Re: The Dos/ Don'ts of New Maps

Post by jedi_pilot »

DO's:

-New models always make a map shine :D .

-Clean your map every once and awhile.

DON'Ts:

Typically, making a crazy map with weird textures doesn't work well for your first map :sick: ...
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Re: The Dos/ Don'ts of New Maps

Post by NullCommando »

RED51 wrote:Well you can still copy a whole side and still reduce it; You open up the side req(i.e.:rep,cis,all,imp,ect) and remove the infers/hovers/walkers/flyers/ that you don't need like so:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_officer"
"rep_inf_ep3_engineer"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_sniper"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_pilot"
"rep_inf_ep3_marine"
"rep_inf_ep3_sniper_felucia
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
}
[/code]
to:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"rep_inf_ep3_officer"
"rep_inf_ep3_engineer"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_sniper"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_pilot"
"rep_inf_ep3_marine"
}
}
[/code]
Yeah, still, the extra meshes in the sides msh folder increase size, so again, take what you need and no more.
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Re: The Dos/ Don'ts of New Maps

Post by Fluffy_the_ic »

Now, you'd think I wouldn't know anything, but
Dos:
-Make a beautiful environment. This will make people lover your map. Not necessary on maps that are planets that aren't, such as Tatooine.
-Ignore long munges. By that I don't mean stop them. By that, I mean just walk away, take a nap, etc.
-jedi_pilot beat me to it, but make them low-poly. If it's around 7000 polies, don't bother. It could crash your map, or add major lag to it.

Don'ts
-stop/Do something during a munge. Trust me, never a good idea. Stopping a munge doesn't finish your map, and will result in needing a manual clean. Pulling something up over a munge (at least for me) wil freeze visualmunge.
-Editing the sides for only one side. Unless you're gonna be deleting units from that side, or just reskinning/adding different hero/changing models, never EVER make one side uber and the other side stock. Completely unenjoyable.
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Re: The Dos/ Don'ts of New Maps

Post by Teancum »

NullCommando wrote:
RED51 wrote:Well you can still copy a whole side and still reduce it; You open up the side req(i.e.:rep,cis,all,imp,ect) and remove the infers/hovers/walkers/flyers/ that you don't need like so:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_officer"
"rep_inf_ep3_engineer"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_sniper"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_pilot"
"rep_inf_ep3_marine"
"rep_inf_ep3_sniper_felucia
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
}
[/code]
to:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"rep_inf_ep3_officer"
"rep_inf_ep3_engineer"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_sniper"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_pilot"
"rep_inf_ep3_marine"
}
}
[/code]
Yeah, still, the extra meshes in the sides msh folder increase size, so again, take what you need and no more.
No, they don't. Once you munge it only munges the files it needs. Any msh files, tga's etc that aren't called for aren't munged.
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Re: The Dos/ Don'ts of New Maps

Post by obiboba3po »

oh really? i didnt know that...time to junk up my msh folders lol :)

oh and i know a big, never, ever do in a map.

dont stop the munge.
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Re: The Dos/ Don'ts of New Maps

Post by PhantoM »

obiboba3po wrote:oh and i know a big, never, ever do in a map.

dont stop the munge.
:funny2: I think we all know that.

here are some of mine..

Do:
- Always credit the correct people if you're using ustom textures/objects.
- Don't start really big, unless you know exactly what you're doing.

Don't:
- Make a really huge map that takes forever to load and is over 1gb in file size.
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Re: The Dos/ Don'ts of New Maps

Post by MercuryNoodles »

Do:

- Plan out exactly what you want before you start, and stick with it. It's ok to add things later, but sticking to a basic idea will help keep a map on track for release. *whistles innocently*

- Make new weapons, ect. New sides can make the game feel fresh and interesting.

- Make maps of locations not yet done by others. It doesn't have to be canonical, but old locations tend to be boring, especially if it has been done several times. If you use a location that's been done to death, try to provide a new take on it, to avoid being seen as unoriginal.

- Test your map, and get debug output often. As you make changes, even one or two, errors may show up and the memory needs of the map may change. It's best to deal with them right away.

- Make use of unused stock assets. There are a few things hidden among the game files that aren't normally seen.

- Search for as much information as possible before asking a question. Most questions people have as a beginner are already answered in the documentation, or somewhere in this forum.


Don't:

- Release a polished map labelled as a beta. There's no technical problem, but calling a nearly finished, virtually bug-free map a beta really screws with the expectations of the people that play and test them. A beta version would be a map that has some bugs, is partially incomplete, and isn't quite ready to be released.

- Make imbalanced weapons without a reason. Really, nothing turns me away from a map faster than this. One weapon vastly outshining the stock weapons being used by the rest of the side, or making a whole side completely overpower another does not make for a very fun map. If it's for an intentionally crazy map, or somesuch, then it's ok to an extent. Otherwise, avoid this as if it were the plague.

- Try to make a map you know is far beyond your means. Do something you know you're capable of finishing before trying to take on something more complicated.
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Re: The Dos/ Don'ts of New Maps

Post by Teancum »

DON'T

-Make your map 512x512 or 1024x1024. Resist the temptation! You map becomes huge and boring for people when they play it. That's why Pandemic's maps are 128x128 or 256x256 -- because nobody wants to walk for 5 minutes to get to the next command post.
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Re: The Dos/ Don'ts of New Maps

Post by SBF_Dann_Boeing »

Don't:
Rush your maps. A good mod map typically takes at least a month to make. And even then I'd spend more time then that on it.

Try to learn everything at once. Take it slow and focus on one or two things to explore for every map, like mastering zeroedit. I've spent 2 years learning everything about the mod tools to give you some perspective. However, there's a lot more outside help than there was when I started modding.


Do:
Be original. When making a new map, go for a map that hasn't done before. Maybe in an environment that hasn't been done before, or with a theme that hasn't been done before. And if that's too difficult, try and explore a theme that hasn't been done much. We've all played on Tatooine, Geonosis, and Yavin a billion times, but there are hardly any Coruscant maps except city, streets, and jedi temple.

Make a cool load screen for your map, it's quick and easy.

Always localize your new units and weapons. But I shouldn't have to tell you that.
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Re: The Dos/ Don'ts of New Maps

Post by woner11 »

Do:
Read the docs at least 5-6 times. No joke, when I got home from school, after doing my homework that's what I did for about a month.

Use the search button. I know, its a crazy new concept, but it actually works! :P

Retexture old objects. It brings a fresh new feel to the game.

Change up the height in your map. I'm not necessarily talking abput big hills and stuff, but little divets in the ground make it more beleivable.

New weapons! Everyone loves seeing new weapons and force powers and new effects. It makes your map stand out and become unique.

Lastly, new modes. We've all played conquest and CTF, but honestly how many people have played wave or something? Not many! It brings more excitement to your creation.

Don't:

Ask someone to teach you modding. That's what the docs are for.

Make all your objects rotated the same way. Its really bland and unrealistic.

Try to imitate another modder. I've seen way too many "imitations" :quotes: of Dann's maps, and no they're not as good because 90% of the people who do them don't realize that he's on another level and the other 10% who might be able to pull it off can't put there own personality into it and end up with a near perfect representation.

Keep your battle on the same plane. What I mean by this is shake it up. You could have flyers, some bridges over raging rivers or great canyons. Don't just have your map in the plains of Oklahoma. Not that I have anything against that state, but its just flat and bland.

I think that sums it up for me. :yes:
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Re: The Dos/ Don'ts of New Maps

Post by Caleb1117 »

There was a topic much like this in the old Gametoast where a bunch of the old modding giants put forward their advice. I printed it off way back when, I'll have to copy some of it.
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Re: The Dos/ Don'ts of New Maps

Post by MercuryNoodles »

Do:

- Read the docs dealing with what you want to do as you work. I know this should be painfully obvious, but I'm throwing it out there. It can help you catch mistakes when you have the information right there along with whatever edits you're making.

- Double check all names and numbers you're working with, meaning anything you've touched and a few things you haven't. Make sure numbers meant to be in sequence are actually in sequence. (This includes, but isn't limited to, CP's listed in the lua ,and the weaponsection= lines in odfs.) Make sure names used in ZE match what's in the lua, localization, and so on.

- Set your memory pools to allow for what you need, especially when dealing with vehicles. Insufficient memory allocation will keep certain things from spawning or being utilized. Be reasonable. If your error log says a pool is too low and it's not a "red" memory pool, fill it.



Don't:

- Reskin things with MS-Paint or do anything that produces a similar result. x_x It's ok learn, but if the quality is such, then it should be considered a practice run. This shouldn't be a problem, but we don't want to see a Rebel soldier that looks like Ronald McDonald. >_<

- Change the three letter team names in the lua's setup teams portion to something of your own imagining. That is not a good idea, since the team names are already defined for you and the lua refers to them multiple times. Save yourself some work and a post on crashing by leaving them be.

- Try to load things through the lua whose files have the exact same name. This is mostly for anyone doing custom sides that are copying a side's files without renaming them and using those with their stock counterparts. One will override the other, because everything is loaded into memory collectively. If it differs from stock, it's best to rename it.
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Re: The Dos/ Don'ts of New Maps

Post by Grev »

Hey, are there any necessary numbers for memory pool? Like divisible by 2? Or just any number larger than the previous.
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Re: The Dos/ Don'ts of New Maps

Post by MercuryNoodles »

No, you don't need to make them powers of two or anything like that. The number you put in is basically what you get. Say you set the command flyer pool to two. When you play the map, you'll never see more than two command flyers on the map at once, no matter how many you've setup to spawn in. Make it three, and you'll see up to three, etc.
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