Mapping

Level design
ToDo

Miscellaneous stuff:

Detail brushes transform into func_static entity. Team spawn points should consist of two kinds of entities: team_CTF_colorplayer and team_CTF_colorspawn, where color is either blue or red. Take note that xreal radiant creates a wrong entity class for spawn and flag entites so you will have to open your map in kate/wordpad and rename team_ctf_redplayer to team_CTF_redplayer (and the same for other team spawn entities and flags!)

Map compiler and its parameters
We use xmap2.exe map compiler, which is a modified q3map2 compiler (more info at ). It compiles your ASCII .map into binary .BSP. You can find various GUI front-ends for it (q3map2build for example) or use a bash/command line scripts.

Map compiling consists of three stages:

- BSP (compiles maps brushwork and entites, creates portals)

- VIS (calculates visibility based on portals - .prt file, NEVER use parameter -fast)

- light (calculates lighting, use -fast parameter at all times! )

My compile parameters for testing the WIP maps:

''"C:\sxy\code43\xmap2.exe" -fs_basepath "C:\sxy\code43" -fs_game "base" -meta "C:\sxy\code43\base\maps\c43_sigma.map" "C:\sxy\code43\xmap2.exe" -fs_basepath "C:\sxy\code43" -fs_game "base" -vis -v "C:\sxy\code43\base\maps\c43_sigma.map" "C:\sxy\code43\xmap2.exe" -fs_basepath "C:\sxy\code43" -fs_game "base" -light -bouncegrid -dark -deluxe -dirt -fast -patchshadows -v -areascale 2 -bounce 3 -bouncescale 2 -dirtmode 1 -gamma 1.4 -samplesize 32 -lightmapsize 2048 -samples 3 "C:\sxy\code43\base\maps\c43_sigma.map" ''

Adding a map to Code43
For a map to show up in the game it requires a script file and a optional screenshot of the map. The map should be placed in base/maps/MAPNAME.bsp The script file in base/scripts/MAPNAME.arena The screenshot in base/levelshot/MAPNAME.jpg All files should have the same mapname. Example content of the .arena script file: {	map "MAPNAME" longname "MAPNAME created by X"	bots "Visor" fraglimit 25 type "team" }