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Author: Subject: Map Making Tips and Tricks
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[*] posted on 7-12-2003 at 12:35 AM
Map Making Tips and Tricks


I wrote this based on my experience and opinion, hope that it help mappers to make better DFBHD single player missions for all to enjoy.

Making Single Player Mission

1) Theme - To make a enjoyable single player mission an unique theme is important. Always try to do a mission no one has done before, if it is done before or look similiar make your mission better with your own ideas. It can be custom buildings or structures too. Choosing a good location or terrain, placement of foilages, adding in tiles makes up part of the theme too.

2) Briefing - Add in briefing to guide the player and let the player know what are the objectives. It's good to have it in the readme.txt and even better to make a loading screen with the briefings and objectives on it. In game text is very helpful, the player who downloaded and playing your map is not you, they don't know what's going to happen next or where to go. Showing just a few lines of text like "Get off the helo now!" before it takes off and never come back again will save the player from frustration, earning review points for your map.

3) Mission Objectives - Make working mission objectives, what is working objectives? A working objective shows up at the rightmoment before you complete it, and cross out when it is accomplish. It's not necessary to hide it upon completing it, that is your own liking.

4) Waypoints - Make waypoints to direct the player, especially in a large map spanning across a large area. Be it directing the player to an area to complete a mission objecive, or to whatever transportation you intend the player to take. Waypoints for moving vehicles are not necessary, it depends. Some mission are intended to let the player roam freely without directions, it depends on the location and situation you created. Working waypoints saves the player wandering around having no idea in where to go.

5) Sound - It can be background music, sound, dialogue or your custom wave files. It makes the mission more interesting and dialogues are useful in guiding and knowing the suitation.

6) Playability/Design - Try to make your mission logical when starting the map, don't start out the player in an enclosed room surrounded by hostile forces. Don't let the player face enemies' direct fire immediately when the mission starts, without the player having any idea of his surrounding and situation. In short add some realism to the mission, whether it's starting or ending.

Always test your map before releasing it, don't expect people to give you an above average rating on your first release(especially when you didn't test it enough). Take feedback from the players, fix the bugs, align building or objects correctly, review the improvement, and release it again. Only those who throughly test their mission need not update their map again, these are the few exception(even the pro mappers patch their maps). If you have friends who play the game ask them to review the map, listen to their opinions and decide for yourself what should you change and keep, to make the mission enjoyable to most people. Is the enemy AI's accuarcy too good? Is 3 saves enough for the mission? Always remember that you plan the map yourself and know terrain and the enemies' locations by heart, what may be easy for you may not be for the player. Try to put yourself in the shoe of the player, imagine yourself as one who have never play the mission before. There are many factors adding together to a good single player mission, sum them up, spend some time and effort and you're on your way to making missions that's interesting and enjoyable.

Pls excuse the grammar and spelling mistakes. Feel free to contribute your tips and tricks in making single and multiplayer maps.




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[*] posted on 7-12-2003 at 12:37 AM
Design Guidelines


The following are Design Guidelines for Delta Force: Black Hawk Down from the Mission Editor Manual, some of the things mentioned but doesn't work for the game(at the time of my knowledge) are mark with a *
------------------------------------------------------

Now that you know the mechanics of making a mission, you must consider how to put the pieces together in a way that will be fun for the player and fit with the style and design of the existing missions.

Difficulty
Any mission you create will be difficult for other people. No matter how easily you can complete your mission, believe anyone that tells you they have trouble. There are a number of ways you can adjust the difficulty with good mission design.

Good ways to reduce mission difficulty:
1. Lower enemy accuracy
2. Reduce the number of enemies that can see the player at one time
3. Set fewer enemies to prone and more to standing.*
4. Set some enemies as cowards, or trigger them to run away from the player.

Bad ways to reduce mission difficulty:
1. Blind the enemy
2. Don't give the enemy any weapons*

Pacing
Missions need to have a certain flow to them. The opening view of the mission should be pleasant, and the first few moments of the mission should allow the player to get used to the terrain. The player should not be in immediate danger, and should have a good vantage point to figure out what they'll be doing. Once the player begins moving in, they should encounter patrols, sentries, or points of interest (like small villages). After this, they should come upon the main objective and be given opportunity to look it over before attacking it. Completing the primary objectives should be the height of action in the mission. If the mission requires extraction, there should be one more encounter on the way there.

Listed below are some general guidelines. Not all missions will run like this, but they are good guides.
A. Opening
1. Pleasant opening view
2. No immediate threats
3. Chance to survey area

B. Approach
1. Minor action or scenery to keep player interested
2. Chance to survey target

C. Target
1. Action should ramp up and get more intense
a. A trickle of enemies is better than a flood; don't have the player get hit by everything at once.
2. Avoid having to "hunt down the last guy", make necessary enemies come to the player or exclude far-flung enemies from the win conditions.

D. Withdrawal
1. Minor action or scenery to keep the player interested
2. Extraction area should be obvious (landmarks are good)
3. Don't try to kill the player at this point, the last fight can be thrilling, but shouldn't be deadly

E. Finish
1. The player should feel accomplishment and not wonder "Why'd I win?"

Details
Don't get wrapped up in triggering small details or events. Often times, you can spend too much time on one scene than should be spent. People won't sit and watch the AI move around for long. They're more likely to just shoot whomever they spot. So it's not as much a matter of what the AI is doing, as where the AI is.

Waypoints
1. Use the "move timer" in waypoints to have enemies pause during their patrols. This is a simple way to give them a little more character.*
2. Set up large patrol loops and you can put multiple enemies on them.
3. Remember to use area triggers instead of waypoint triggers to set off events when the player reaches a destination.

AI attributes
1. Set higher minimum engagement distances on some enemies. This makes them more likely to fire than approach.
2. Vary the weapons the enemy uses, don't just give everyone the same gun, give some pistols, some rifles, some sub machineguns, etc. And change their accuracy to reflect the gun they use.*
3. Vary the appearance of the enemy, change their accuracy to reflect the weapons they use depending on their position and vocation(example make an enemy a sniper by giving it longer attack distance and better accuracy, lower the accuracy of an enemy manning an emplaced weapon).

Triggering
1. Trickle bad guys out of hiding by triggering one to run out if a buddy of his dies outside
2. Replace sentries, like guards in towers, by using events to have someone run up and replace them if they die.
3. Send out "search parties" of 1 to 3 enemies if the player fires from an area or kills a sentry looking over the area.
4. Redirect some enemies to run to cover when they go red alert.

Save, export and test your mission often!
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[*] posted on 7-14-2003 at 07:24 PM
Basics 1 2 3...


1. If you have the game surely you have the map editor, but get the unlocked version from this site, it has more features, objects, buildings and stuff.
2. First, READ THE MAP MAKING MANUAL that's in the game CD, in pdf format.
3. Open up the sample mission to get a feel of map making. sample.bms is the mission file, sample.mis is the file for editing. Use bmstomis convertor to convert and look what how others make their maps.
4. Now try making a simple map yourself, looking at other's map is a great way to learn. Btw, you are bound to run into many map making problems.
5. Encounter a problem? Read through the manual again to see if you can find the solution. Can't find it? Went through the many posts in map making forums like this one, most of the time your questions/problems are asked and answered in these posts. If your questions/answers are not found or answered here, try going other map making forums for your enquiry.

Lastly, if you don't bother to learn the basics or spend the time to look through other forum posts yourself, the experienced mappers won't bother to teach/help you too, people do get tired of answering the same questions every now and then. Mapping requires lots of trials and errors, and patience.This is my peronal journey of learning map making, it's never ending. Have a pleasant map making experience!
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[*] posted on 8-27-2003 at 04:00 AM
Make and Take constructive criticism


Although I still consider myself relatively new to map making, I would just like to encourage map makers, both newbies amd old pros, to be appreciative of others comments and suggestions. By the same token, those of you who download maps and post comments, try not to lambast other's work, but offer your suggestions and ideas which are helpful to the map-maker. And map-makers--- don't expect your first map to garner four or five stars! I made half a dozen before I began to really learn how to put a mission together. And I'm still learning what people like! Of course, one player may love a map and another absolutely hate it (one man's trash is another's treasure---).

When you feel like you've finished your map, play through it again and try hard to play it as if this is your first time. Remember, the others who play your map will follow the waypoints almost exactly, so place them in the spots where you want the other player to go. If there's a village or enemy patrol somewhere out of the waypoint lines, he may not find them.

Add decorations in villages, along the waypoints, and near objectives to keep the game from being boring.

Like I said, I'm still new at it, too, and certainly not an expert, but I have already learned these things. Just thought I'd pass them along!




"Life is a banquet and there are a lot of poor suckers out there starving to death."



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[*] posted on 8-23-2004 at 12:54 AM
Entice people to download your map


The first and in some cases, only thing people see about your map is a screen shot.

This screen shot is taken by you and included in the map upload for the purpose of giving the potential downloader a peek at what to expect.

It can only be to your benefit to make a screen shot with as much care and attention as you put into making the map.

Very often map makers include screen shots taken during map play, that, while they accurately represent the map, provide nothing to the downloader.

I have my monitor brightness set to 100% and in a very large number of cases, can't see anything in the screen shot.

If it is necessary to adjust some map conditions solely for the purpose of creating the screen shot, then please do that. If you need to do something special to take the screen shot, then do that.

When I made the Attack on Foy map (EXP - SP), I created a complete waypoint routing and placed a helicopter in the map with all required events and triggers just so I could take the screen shot. These items were then removed from the map.

Sometimes the extra work is more than worth the effort.

The entire map presentation is a reflection of the map maker and the care and pride taken in making that map.

No matter what you do, you may not get a lot of downloads, not many comments, and probably even fewer ratings, but you will know that you have made the best map you can and presented it in it's best possible light.




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[*] posted on 10-3-2004 at 05:51 AM
Urban Map Makings Tips


ORIGINALLY POSTED BY 7>Snake.


1. Place lots of buildings close together.

2. Separate them by enough distance to simulate roads.

3. Add lots of decoration, vegetaion and people.

*********

OK Smart A$$ time is over.

*********

There really isn't any magic trick to making a full city layout.

One of the big things you need to do is determine terrain as this makes placement of buildings either easy or difficult. Normaly a flat terrain is best then you don't have to try an fine tune each building.

In areas where the player is not likely to reach during map play use the low res building groups to save frame rate for low end computer players.

Determine if a European or mid east look is desired. EXP will provide the European buildings.

Remember that the more buildings the computer is required to continuously generate the more lag you will get. Another way to assist in reducing lag is have buildings set to groups and as a player leaves that area (hopefully never to return), ahve that group vaporized then the computer doesn't have to generate the graphics for them.

Some hints for reducing overall size but still maintaining the feel is to make the environement cooperate with you. Use fog set to anywhere from 300 to 500 meters. Use a night setting. This way the player won't see as far and fewer buildings are actually required.

Other than that, it really becomes a trial and error process to discover what is actually required compared to what you thought you needed. Design process will allow you to remove or add buildings as required and change palcements when things don't work out the way you wanted them to.

The big thing to remember is that the bigger the city the more computer power is required and the more lag you will experience (especially on older, slower models like my poor P4, 1.6ghz model). Do you actualy need a really huge city or just something that gives the impression of a reall huge city.

At ground level, the player isn't going to see that much anyway and his movements can be steered along desired routes using decorations, fencing, etc. So while you may need a lot of ground for the player to cover, in reality you may only need a few buildings on either side of his route to make it feel like a big city.




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[*] posted on 10-3-2004 at 06:00 AM
Somes Examples/Demos map


I just take a look at this thread, and i thought that would be good if i post this, this are somes demos/example maps that can be used as refenrence:

*********************************

AH-6 Rockets & Minigun Strafe Gun Runs !!!:
If you want little bird(AH6) to make Runs guns with miniguns and rockets, dowload this demo map for refenrence:

---> AH6_Guns_Runs_joselz.zip<---

Thunder/Rain Effects:
If you planing to make a map during Thunders or rain, You can use DFBHD for Thunders effect, and DFBHD: TerraNova EXP for Rain and thunder effect.
For an Example/Demo maps Click on the links below:
For DFBHD Thunder effetcs--> Thunder_Effect_Test.zip
For DFBHD:TerraNova EXP --> EXP_ThunderEffect.zip

Decorations:
Decorations is ESSENTIAL in a map, so i have made a .MIS with somes decorations that can be easly used by Copy and Paste.
To Download the .MIS click on the link below:

Decorations_Joselz.zip


Black burn effect:
If you are planing to make an Irene map with the scene were BlackBurn fall from the rope, you may want to check the demo map linked below:
BlackBurn_Effect.zip

Cars Bomb:
If you want to make a car bomb effect in your map, Click on the link below for a demo map:
Car_Bomb_Effect.zip

Posion Water:
If you want to add Poision water to your maps, Check out the demo map linked below:
Posion_Water_test.zip

Black Hawks Insertion & Extraction:
Do you want a demo map showing how to Make Insertions and Extraction via BH, Grab the link below:
BH_IsertionExtraction.zip

SSNWAVE Effect:
If you want your teammates to talk with they mouth, Try using Delta teammates, and NOT 10th and rangers.
ssnWAVE_EFFECT.zip

Dialogs:
If you want to make diaolgs for you map using the .LWF and .DBF, check the link below, and also check the demo map below:

-> Using the .LWF and .DBF dialogs files in SP maps. <-

-> Dialog_Test_Joselz.zip <-

*****************************
Regards
J.L.




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[*] posted on 1-27-2006 at 01:48 AM


All of your download links don't work Mr. Inactive.
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[*] posted on 1-27-2006 at 04:24 AM


If any one has a copy of joselz files, please email them to me so I can rehost them..

EE









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[*] posted on 1-28-2006 at 01:41 AM


Thank you eagle :)
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[*] posted on 9-30-2006 at 08:43 AM
Inactive files


EE, were you by chance able to procure the files listed above? I would sure like to get them myself. THX.



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[*] posted on 9-30-2006 at 09:49 AM


No, I'm sorry, no one sent them and joselz never answered the email I sent.

Most of the info you need is here, you just need to do some work, which is really the best way to learn..

EE









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[*] posted on 10-2-2006 at 08:02 PM
Thanks to Papasan..


I have reposted this, cos I can't edit Joselz post..

The link for the EXP_Thundereffect is still missing..so, if any one has a copy, please send it to me..


Thanks to papason for sending the missing files to me..

Your effort appreciated mate

*******************************************


I just take a look at this thread, and i thought that would be good if i post this, this are somes demos/example maps that can be used as refenrence:

*********************************

AH-6 Rockets & Minigun Strafe Gun Runs !!!:
If you want little bird(AH6) to make Runs guns with miniguns and rockets, dowload this demo map for refenrence:

---> AH6_Guns_Runs_joselz.zip<---

Thunder/Rain Effects:
If you planing to make a map during Thunders or rain, You can use DFBHD for Thunders effect, and DFBHD: TerraNova EXP for Rain and thunder effect.
For an Example/Demo maps Click on the links below:
For DFBHD Thunder effetcs--> Thunder_Effect_Test.zip
For DFBHD:TerraNova EXP --> EXP_ThunderEffect.zip

Decorations:
Decorations is ESSENTIAL in a map, so i have made a .MIS with somes decorations that can be easly used by Copy and Paste.
To Download the .MIS click on the link below:

Decorations_Joselz.zip


Black burn effect:
If you are planing to make an Irene map with the scene were BlackBurn fall from the rope, you may want to check the demo map linked below:
BlackBurn_Effect.zip

Cars Bomb:
If you want to make a car bomb effect in your map, Click on the link below for a demo map:
Car_Bomb_Effect.zip

Posion Water:
If you want to add Poision water to your maps, Check out the demo map linked below:
Posion_Water_test.zip

Black Hawks Insertion & Extraction:
Do you want a demo map showing how to Make Insertions and Extraction via BH, Grab the link below:
BH_IsertionExtraction.zip

SSNWAVE Effect:
If you want your teammates to talk with they mouth, Try using Delta teammates, and NOT 10th and rangers.
ssnWAVE_EFFECT.zip

Dialogs:
If you want to make diaolgs for you map using the .LWF and .DBF, check the link below, and also check the demo map below:

Link Fixed...

-> Using the .LWF and .DBF dialogs files in SP maps. <-

-> Dialog_Test_Joselz.zip <-

*****************************
Regards
J.L.
*******************************************

EE









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[*] posted on 10-23-2006 at 07:31 AM
Making maps


I am new to BHD and I have been hosting games on novaworld. I used to play DF2 and had a map edditor on the disk. How do I edit on BHD? I cannot fid the map editor anywhere.
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[*] posted on 10-23-2006 at 07:54 AM


You can download them in the BHD downloads section.








‡ BHD ‡ BHD:TS ‡ JO:TR ‡

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[*] posted on 10-23-2006 at 06:56 PM


BHD comes with a Med, it was installed with your game..

However, this med was restricted, there is an unlocked med HERE

Do yourself a favour, read the Med Manual, it's on your install disk, it's very helpfull, as is the demo mission that comes with BHD.

EE









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