Multi-Arena Map Specs 1.0
by David 'crt' Wright
wrightd@stanford.edu
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Multi-Arena Maps can have up to 4 arenas in a single map.
These map specs are written assuming a 4 arena map, but you can
have smaller maps by simply not using the higher numbered teleporters
etc.

They consist of 10 Primary Features:

1. Main Decision Area (players can from here select which arena to join)
Should have 2-4 teleporters to send people to the respective
waiting areas. You should print text as they approach the teleporter
indicating which arena that goes to (each arena should have its own
name).
The "trigger_teleport" needs to have its "target" set according to
which arena it leads to:
First - "firstwait"
Second - "secondwait"
Third - "thirdwait"
Fourth - "fourthwait"

You need several "info_teleport_destination"s in the main area.
The "targetname" for these should be "mainwait"

The main area should not overlook any of the arenas, as this would
add much lag.

You will notice that "info_player_deathmatch" spots are not required.
You can put them in if you like, but Multi-Arena does not use them.
Players are initially spawned on the "mainwait" spots.

2-5. Waiting areas for the each of the four arenas.
These are just like they ones for original arena. They should give a
clear and unobstructed view of the playing field. Players in this
area should not be distracting to those in the arena.
You need several "info_teleport_destination"s in the waiting area.
The "targetname" for these should match the "target"s of the teleporters:
First Waiting Area - "firstwait"
Second Waiting Area - "secondwait" and so on..

You also need a single teleporter. This returns people to the main
waiting area. It should have a "target" of "mainwait"

6-9. Fighting Arenas
Again, similar to the original rocket arenas. A small area designed
for one-on-one combat. You can choose to vary the styles of arenas
in your level, or keep them all a similar style (big and open, small
and close, unobstructed, tons of obsticles, etc).

In the arena, you need several "info_teleport_destination"s 
The "targetname" for these should be:
First Arena - "firstarena"
Second Arena - "secondarena"
Third Arena - "thirdarena"
Fourth Arena - "fourtharena"

Players will automatically be sent from the waiting area to these spots.


10. Arena Names
Multi-Arena needs a way to figure out the names for each arena
(so it can print a player list sorted by arena name).
To put the arena names in the map, do this:
Select any 1 entity (I used an info_intermission)
You must set its "targetname" to "arenanames"
If the particular entity does not have a "targetname" field by
default (like info_intermission) just add it.
Then, create 4 new fields, "arena1","arena2","arena3","arena4"
Set them equal to the arena names for your arena.

In WorldCraft you must turn "SmartEdit" off to add the new fields.
Here is an example of what this translates to in the .map file:
{
"classname" "info_intermission"
"targetname" "arenanames"
"arena1" "Start it Up"
"arena2" "The Second One"
"arena3" "Third time's the charm"
"arena4" "The Final One"
"origin" "-704 256 192"
}

If it sounds unclear, just look at the example map.

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NOTES about Multi-Arena maps

A couple things to keep in mind while making Multi-Arena maps:

Since all teleporters that MA uses have explicit targets now,
you can use teleporters in other, more creative ways. For example,
you could have a split viewing area with a teleporter in between.
You could create a 'guest' viewing area, where people from the
main waiting area could observe an arena, without actually getting
in the real waiting area, and the line.

While it is up to you, I suggest varying the arena styles in your
map. That way people can play on whatever style they prefer.
At least one of your arenas should be of the 'big open arenax' style.

Take time to make your main waiting area look nice! Use decorations,
and have some indiviualized feature for each teleporter so people
can tell what arena it goes to without looking at the text that
pops up.

When placing teleport dests, try and place them so that the probability
of people standing on them, and getting stuck when other people teleport
in, is minimized. The easiest way to do this if your room is big enough,
is just to place them above the ground so that people 'fall' as they
teleport in. They will not be hurt by the fall of course, and you really
don't even notice it. Another method is to place them away from the
direct viewing area, so people will have to walk around to go watch 
(arenarg4 is an example of this). HOWEVER, if you do this, do not
make the opening so small that it can be blocked by one person
(on one occastion in arenarg4 a guy decided to get out of line and
stand in the doorway, very annoying)

Since Multi-Arena maps are inherently hard to test (you MUST make
sure that all the teleport dests don't get people stuck in the walls
and or ceilings) I have create a simple 'Multi-Arena Map Test' Patch
to test your maps with. It comes in both normal quake and 
QuakeWorld versions. 
For the Normal Quake version, just run:
'winquake -game marena +map <yourmap>'

For the QuakeWorld Version, you will need to download QWSV
(from www.quakeworld.net) then run:
'qwsv +gamedir marena +map <yourmap>'
And then run 'qwcl +connect localhost'

I suggest you test with BOTH normal Quake, and QuakeWorld, since
they have different physics.
HOWEVER
I am providing no support whatsoever for the map test patch. If
you can't get it to work, I'm sorry. Read the instructions and
try again.

The autoexec.cfg file that comes with it sets some default bindings:

bind f1 firstwait //send you to the first waiting area
bind f2 secondwait //second waiting area
bind f3 thirdwait // third
bind f4 fourthwait // fourth
bind f5 firstarena //send you to the first arena
bind f6 secondarena //second arena
bind f7 thirdarena //third
bind f8 fourtharena //fourth
bind f9 mainwait //send you back to the main arena
bind f10 printnames //print the arena names

You may need to type 'exec autoexec.cfg' in QuakeWorld
for this config to get loaded.
If it still doesn't work, look at the impulses listed in
the autoexec.cfg file, and just use those.

This patch is purely for testing purposes. You may NOT run it
on any public server (not that you would want to).
HOWEVER!
Please deathmatch test your map! Load the patch up on a private server,
with deathmatch 0 (so you can use the impulse 9 cheat) and go from arena
to arena testing.

-------------------------
MAP SUBMISSION

We are working on a way to ease submission of maps, and to make sure
everyone gets appropriate credit. Until then, just hold onto your
map. NiOXiN (nioxin@mindspring.com) is the Rocket Arena map coordinator,
direct any map questions to him.