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How to make an arena/map for Lambda Arena <http://www.planethalflife.com/la>
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* PLEASE READ ALL OF THIS BEFORE YOU START MAKING AN ARENA/MAP *

This is a file that's designed to teach you how to make an arena/map for the mod Lambda
Arena. Included in the zip is a Worldcraft *.rmf file called "la_example.rmf" that
constitutes a good example of what the *very* basics of a map looks like. I've put brushes
showing what number the arena is in each of the arenas - this should of course not be
included in a real map.

BEFORE YOU START you've got to import the included "la.fgd" in Worldcraft by selecting
Tools/Options/Game Configurations/Game Data Files/Add, and then select the file.

*IMPORTANT*: Be sure to remove the "halflife.fgd" or any other *.fgd you might have, and
add ONLY the "la.fgd".

I've broken the design procedure down into easy-to-follow steps, first of all describing
how to make a single arena:

(1) First, find out whether you want to make a small, medium, or a large arena. We don't
define an arena's size from the max number of players, but a rule of thumb would be 2v2 for
small, 4v4 for medium and 6v6 for large, all max numbers. However, an arena with maxplayers
set to 8 can also be large, as can a 2v2 be medium. It depends a bit on the connectivity of
the map, how many levels it has and such, but it isn't the most important thing, so don't
waste time busting your brain with it. What you can create depends on your skills, but large
arenas are always most welcome, as they are mostly more original and different from
eachother than when talking about small 2v2 arenas. Also remember that there should always
be a relatively large amount of max players, so if you're in doubt whether your arena should
be 2v2 or 3v3, make it 3v3.

(2) Design your arena with the fact that it should offer good gameplay in mind. Here are a
few tips:

* Realism. Please don't use too many Xen textures, create toggleable pistons that come down
from the air or anything else weird, arenas are meant to look relatively realistic. You're
welcome to make something rather sick on maybe one arena, but an entiry map with a fantasy
theme isn't too good.

* Don't make arenas extremely small, always start large when you design the arena, it's
easier to scale down than up.

* Don't use "extremely colored" lightning as the primary lightning source, it might look
smart, but overall it disturbs gameplay and is generally not too welcome for an entire
arena. It can be fine for smaller areas, though, and as long as it's not that far from
white, it's OK to use it as the primary lightning color.

* It always looks best if you make solid light sources, and no just place lights everywhere
where people can't see where it's coming from. On the other hand, a light_environment is
very good for open areas.

* Outdoor areas, meaning with a sky above and environment lightning usually look and feel
more realistic, and put people in a better mood. Try with some outdoor areas and some
indoor also.

* Arenas don't need weapons, players are equipped with them on startup.

Arenas also need a seperate place where spectators can watch the ongoing game without being
bored to death. If the arena is small and consists mainly of one room, just make one area
where people can watch the battle. If it's a larger one, you have to create a spectator
area too, but unless you can figure out some smart way of connecting them with teleports,
just make one spec. area in a good place, and people can then use the spectator's noclip
mode and fly around freely if they wish. Try to be creative in where you place the spectator
area, and avoid just using a glass texture in the top of the room (as seem in the example
map :) I've just put it there so you could see the principle in it. Use a glass texture for
the brush, then click "toEntity" and select "func_wall". Set the "Render Mode" to "Texture"
and "FX Amount" to "0". This will make the brush invisible, offering spectators an
uncluttered view of the active players.

(3) When the arena is done, there are some practical things that has to be added.

info_player_start - this is where active players in the arena will start their battle
against eachother, each arena should have an amount equal to the "Maxplayers" value, set in
the info_arena (see 4b). There are (Maxplayers divided by 2) for each team, place them
team-vise close to eachother, and preferably in each end of the arena. Remember to adjust
the angle to the direction you want people to face when they start. When you've placed *one*
of them, select its properties, click the "Class Info" fan, and then choose a value for the
"Arena startpoint". Values are of the format "Arena X Team Y", and if it's your first arena,
and you're setting the starting point for team 1, you'll want to choose "Arena 1 Team 1".
Now simply copy and paste it X-1 times so that you end up with X of them in the correct
places - the starting points/area for team 1. Do the same for the other team, and simply
choose "Arena 1 Team 2" instead.

info_player_deathmatch - this is the starting point for the spectators, and should be placed
in the spectator area. You must place (Maxplayers) of them, but in the field
"Arena watchpoint-start", simply choose the arena number. The "Startview" is the place
where people joining the arena will be at the beginning, and where they can make their menu
choices, place one in the middle of each arena somewhere.

(4) Now, whether you should do more about your arena depends on whether you want to make an
entire map or just a few arenas. A map consists of maximum 5 arenas, but 4 will be OK if you
feel that they all belong together.

(4a) If you don't want to make more than 1-3 arenas (3 arenas will be a bit small for a
map), you can send the *.rmf file(s) off to me, and I'll slab it together with some other
arenas to make a map. Be prepared that this might mean that you won't get the sky texture
you wanted, although you're welcome to make a wish.

(4b) If you can make 4-5 arenas, you must create a new entity (included in the fgd),
called "info_arena", which you must place somewhere inside an arena. It contains data
regarding the arenas, which you'll have to fill out. In the "Arena X Name" you should write
the name of each of the arenas. What number it has is determined by the values you have
given the info_starts. You'll see that "Arena 4 Name" is called "Arena 4" - the start
entities in arena number 4 have arena values of 4. In the "Type of arena X" you can select
what kind of arena the different arenas are. "Maxplayers in arena X" determines the maximum
amount of active players an arena can hold. If it's a small map, it should be no more than
4-6.

Don't forget to place the arenas approx. 1000 units from eachother (in the top-down view),
or players will hear sounds from the other arenas.

When you've filled in the proper stuff, you're ready for the next step(s).

(5) Before you start compiling, please send the *.rmf file to me first, so that I can check
that everything is in order. I'll get back to you with my comments on the stuff you've made,
plus I'll tell you if there are any problems.

I recommend that you get "Zoner's Halflife Tools" from
<http://halflife.gamedesign.net/resources/zhlt.shtml>. It's a set of custom made compile
tools, and it'll provide you with four new compile exe's; "hlcsg.exe", "hlbsp.exe",
"hlrad.exe" and "hlvis.exe". These are better and faster, and the download is just a few
100 kb's. Now compile the map in the best way you can, at least with a normal vis, and a
bounce 1 rad.

If you want to test how it is to walk around on your map with weapons, you can use the cheat
'fightnow'. You must run your game with sv_cheats set to "1".

(6) Now you should be able to send it off to me (zip it first unless you want me to get very
angry) at <mmconsult@get2net.dk>. You'll be given credit in the Readme of the map (duh!),
and on our website. We'll mention your name(s), the map/arena(s) you've created, plus e-mail
address(es) of the creators.

Good luck

- Prodigy^

Copyright () by Lambda Arena, 1999