MP Map Checklist

From Infinity Ward Community Wiki

Jump to: navigation, search

Contents

Goal

The purpose of this section is to give people an outline of things that they should do in order to create a multiplayer map and get it working properly.

Step 1: Create map geometry in Radiant

The first step is to create some sort of map geometry for the gameplay to take place in. The more details you have sorted out about what you're making before you open Radiant, the better. Know the locale, the theme, and the kind of gameplay flow that you want. Iteration is key to making a good MP map, but having a good plan beforehand will save you lots of time in the long haul.

Use this Radiant Basics tutorial to get you started with the map creation.

Radiant Basics

Step 2: Set up the map for MP

Once you have geo to a playable state, you're going to want to set it up for gameplay ASAP. Don't focus on detailing geo out before the gameplay is exactly as you want it.

This MP Mapping tutorial describes how to implement the items from this section.

MP Mapping

The following is required to set up a MP map's gameplay:

- Place a global_intermission entity (Spectator location during scoreboard)
- Set up the gametypes you want

- Set up Free-For-All
- Set up Team Deathmatch
- Set up Domination
- Set up Sabotage
- Set up Search and Destroy
- Set up Headquarters
- Set up Old-School Mode

- Create a Radar map image (Required for UAV and air strikes)
- Set up helicopter paths (Required for helicopter strikes)

Step 3: Add reflection probes

At least one reflection probe is necessary to prevent the compiled map from being tinted red. More are recommended for accurate reflections in-game. The following section talks about reflection probes more in-depth.

Reflection Probes

Step 4: Add grid file

Grid file information is needed to prevent models in the compiled map from being shaded with a rainbow tint. The following section talks about setting up a working grid file.

Creating a grid file

Step 5: Create a load screen

A custom load screen isn't necessary for operation of the map, but the alternative is for the ugly default texture to show whenever your custom map is loaded. To avoid that, follow this tutorial on load screen creation.

Making a custom MP load screen

Step 6: Create .GSC (Game script files)

The level.gsc is needed in order for MP maps to run properly. Other .gsc files can also be added to control various other things. This section covers the various .gsc files used for multiplayer maps.

MP Game Script Files

Step 7: Create .CSV (Zone files)

Zone Files load items into memory that the map requires, like sounds, effects, script files, images, etc. This section covers how to set up the .csv files used for multiplayer maps.

MP Zone Files

Step 8: Compile and run map

Once everything above is done, you simply need to compile the map and you're set for some multiplayer action in your own custom map! Check out the following tutorial on compiling maps in order to do this.

Compile Tools




Personal tools