WFexample3.txt					07/12/98	
========================================================

Bottom Line:
============

Here is what you need to create a map for the Weapons Factory.  We use standard Quake2/CTF  entities that have been slightly modified as follows:

WF version 2.4d supports a "wf_team" key to func_door with values of 1 and 2 for teams.  This allows Team Doors (for ammo rooms).

WF version 2.5 will also support a "wf_team" key to func_plat and item_pack with values of 1 and 2 for Teams.  This will create Team Platforms and Team Ammo Packs.


Contents:
=========

In this zipped file you should have:

WFexample.txt
WFexample.bsp
WFexample.map
Q2ents.qc

Instructions:
============
1) I've enclosed the Q2ents.qc Entity Definition File that I use with my editor (BSP).  You may or may not be able to use it with whatever editor you are using.  

2) Put WFexample.bsp in your Quake2/baseq2 directory.

3) Put WFexample.map where your editor looks for .map files to edit.

4) Download the WF server file (version 2.4d or higher) from the website below.  You will need
this to test your Team Specific Doors (Team Platforms and Team Ammo Packs will come later.  Go ahead and set key "wf_team" values of 1 and 2 for them now).  Follow the instructions from the download and back up your files.

Creating a map:
==============

1) The map example has two opposing forts, each with three rooms.  The back room is the respawn
 room, the middle is the ammo room.  The front is the fight area.

2) In order to get the "respawn in your own fort" feature working, you've got to put at least 8
 info_player_team1 spawn entities into the spawn rooms of the red fort and at least 8
 info_player_team2 spawn entities into the spawn rooms of the blue fort.  Also put in at least 8 info_player_start entities and 8 info_player_deathmatch entities.

3) Create a door for the respawn rooms using the func_door entity.  Set the "wf_team" key to a
 value of 1 for the red fort and 2 for the blue fort.  This will disallow enemy players from
 opening this door. 

4) From the spawn rooms you enter the ammo rooms.  Put all the ammo, health, armor and weapons 
 here PLUS at least one item_pack entity.  Set the "wf_team" key to a value of 1 for the red
 fort and 1 for the blue fort (this feature will be used with version 2.5, it will disallow enemies from using this ammo pack).

5) Create a door for the ammo rooms using the func_door entity.  Set the "wf_team" key to a
 value of 1 for the red fort and 2 for the blue fort.  This will disallow enemy players from
 opening this door.

6) All other doors are normal.

7) Create a plaform using the func_plat entity.  Set the "wf_team" key to a  value of 1 for the red fort and 2 for the blue fort.  (This feature will be used with version 2.5, it will disallow enemies from using this platform).

General Rules to follow:
=======================

1) Don't add item_tech1-4.  They will generate by themselves with the info_player_deathmatch
 spawn points.

2)  Don't put in the BFG, invulnerability, Quad, Power shields or too much armor.  It does not
 add much to a Weapons Factory game.

3)  Concentrate on gameplay.  Some of the best maps have very few details.  Just add enough to
 orient the player.

4) Make player motion smooth.  Don't let him get stuck on a bunch of corners everywhere.

5) Use colored lighting sparingly.

6) Build only one base first.  Then copy the whole thing, paste it, rotate 180 degrees and
 stick it to the other side.  Instant enemy base.

7) Use red and blue floors for bases.  

8) Make it like some of the classic Team Fortress maps from Quake 1.

9) Make it symetrical for fairness.

9) Don't make it so big you can't compile it!!

10) Don't use custom textures and sounds.  Just what comes with Q2.  Custom stuff would require
us to add it to the client/server files.
======================================================================
I probalby forgot something important.  Let me know if you have any questions....Tumorhead


www.captured.com/weaponsfactory

Tumorhead - tomreno@earthlink.net			