Map Help

2.2.97 Gray, Gray, Go Away!
When you're wandering around a TF level (Trench5 is a good example) sometimes an entire wall or more will suddenly turn completely gray, the textures disappear and often the wall or structure will become completely unrecognizable. There are two variables which cause this: the number of edges that Quake has to render, and also the number of surfaces that Quake has to render. From any given point in a map every VISIBLE surface and edge is rendered by Quake. When the number of surfaces or edges exceeds a default value which is programmed into Quake then some walls or structures will not be rendered correctly and will turn gray.

The trick to beating the gray problem is to redefine the default values for the number of edges/surfaces that Quake will render. In your autoexec.cfg file (either in your /id directory, or your TF directory) add the lines "r_maxsurfs 1500" and "r_maxedges 2500". The default values in regular Quake and also when you play Quake on your home computer are "r_maxsurfs 800" and r_maxedges 2400" In Quake World they changed the defaults to "r_maxsurfs 1000" and "r_maxedges 2000". That is why maps seem to have less gray when you play them in Quake World than when you play offline at home, or on a non-QWorld server. By far the largest problem with TF maps and gray is caused by levels exceeding the r_maxsurfs limit. I think that only on Trench5 do you need to alter the r_maxedges value. By resetting the default values in your autoexec.cfg file you will be able to play without gray on any of the maps currently available.

Are there any performance losses due to resetting these values? Well, the higher the values are set then the more memory Quake needs to use. However, test it out for yourself and see if your game play suffers at all. It probably won't. Also, try out different values for the r_maxsurfs and r_maxedges and see what sort of results you get. [note: These settings must be changed BEFORE you enter a map or else they will not work, that is why I recommend putting them in your autoexec.cfg file, where they will be loaded automatically.]

21.1.97 Drop Off Points
The drop-off points are sometimes hard to find. Take a look at Minion or Accelerator. These maps have a circle that shows where the drop-off point is. How about making the circle a standard sign to show players where to drop-off the flag?

19.1.97
I made my first TF map today. :) So now I know much more about what is possible and not possible in quake maps etc.

17.1.97
Ok, this is how the map help page will be updated from now on.

General Tips

I will give a much higher % (in the mapreview page) if you remember these small things in your map.

What annoys me most is that the most of the TF dosen't have items, like medikits and ammo spread around.
The only thing is the resupply backpacks.
I mailed Rob about this, and this is what he said:

*grin*
John and I were talking about this the other day.
It's the authors of the maps decision as to whether they put
items around the level.
Originally, John didn't put any in 2fort because he simply
couldn't be bothered... and he's regretting it now because
everyone seems to have followed his lead :)

When the next version comes out with the new map code I'm
working on now, he'll redo all the maps, and he'll probably
put some items in there then.
As it is, you _need_ a medic on each team :)


One map that has items around is Frag 4 Flag, which makes the map so much better.

But the worst mistake is to forget the resupply backpack. The first version of Marks Water Bases didn't have a resupply backpack. But Mark was quick to fix that. He released a new version short after. And he also added lods of items too. What I also like about Marks Water Bases is the textures. Almost all the textures in each castle, has the same color as the team. This really gives you the feeling of being in a team.

I will make a .wad file that will contain the perfect TF textures. Get it from the download page, after it's finnished. Maps should also have numbers of the team on the wall, like 2 forts & DeathX.
Not that it makes the map so much better, but me and my friends thinks it neat.

What I also think is neat, is maps that has sniper towers or pillboxes.

Not that I like to be suddently gibbed, or suddently gib others, but Without sniper towers, the sniper is unuseable.
Take a look at Trench, and see what I mean.
Snipers should also have a place to hide. Make a dark spot for the Sniper, so no-one can see him.

It's also about time that someone made a level with 3 or 4 teams (My first TF level will be a simple level with 4 teams, and I hope that someone follows my footsteps). And my last tips.. (This is not a "must")
There are just too many maps like 2 forts. Make something original! Like Marks Water Bases and Trench.
How about making a moving lift between the castles? :)

If you are the author of one/some of these map examples here, and don't want them here, lemme know (I'm just trying to help you).




Copyright © 1996 Ethereal & Xanthin Twin Co.