The guide of mapmodding

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Iluvalar
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The guide of mapmodding

Post by Iluvalar »

Zarel's fixed the "map mod" bug in the last master. the chances are really good that it will be also backported into a 2.3.8 release.

What is a map mod ?
It's a map, but it's also a mod. That's basically mean that you can play in a map where the "rules" of the game are not the same. Most of what you are used to call "warzone2100" is in fact a mod called "mp". As far as i know, one could mod the game so much that we could end up controlling ponies to defend the tree of life against goblins :augh: :stressed: .

Why is it EVIL ?
Until now (2.3.7), if you didn't downloaded all your map-mod in the same exact order then the host, He will detect that you are not playing the same rules then him and will kick you for cheating. Of course this brake the game for every players in that game. And if you dont know about map-mod you might not know that you must delete a map in your folder.

Zarel fixed that bug in the last master and the 2.3.8 release. This mean that mapmods work as they should and they stoped being "Evil" (some annoying but not evil ^^).

Rules to mapmod
Here is some rules, I would like everybody to follow when map modding will be possible.

Release the mod as a stand alone mod
Somewhere on the forum with a short explanation.

Make the naming of the maps consistant
So old players could reconize the mod and know where they are going in.

Do not unbalance the game deliberatly
Like making borgs impervious to antipersonal and flammers. (specially if as an host, you dont tell anybody :stare: ). It's the same lame stuff then to put more oil on your side.

As an host
always remember your guesses that there is a mod
answer their questions about it
Gives common sens advices
Exemple : in research_3_1_V01.wz (TAM) [one of my most appreciated mod btw] the research cost is multiplied by 3 (and is slightly more exponential [but nobody never notice]). I always tell people to fill less research laboratory and keep a look at the research prices.

Compatibility
Mods have low life expectancy. Things changes from one version to another. A mod will work fine in a version, might act weird in the next and stop working entirely in the next. The same will happen to mapmod.

How to mapmod
Please read this carefully before you start. That's not hard, but it's easy to miss a point.

1. Unzip the map. A .wz file is a .zip file. You can rename it if it's not detected right. Many maps are weirdly zipped. They'll get a file like "multiplay\maps\8c-XYZ\game.map" instead of a file "game.map" in the folders "multiplay/maps/8c-XYZ/ ». You will have to rebuild those folders correctly.

2. Rename the map. Change the main folder name and the .addon.lev file name. Then open that .lev file with a text editor. You will need to change the lines "level". You'll have to replace all "oldname-T" by "newname-T". You wont need to change the .gam file name, since it's the same map. Be sure the names are the exact same everywhere else.

3. Unzip the mod. Make sure there is a readme or something that explain the mod. If not just make a quick one. « hey this is a mod named XYZ version XyZ created by xYz ». Now copy everything from the main folder of the mod to the main folder of the map.

4. Last check : you now have a folder "multiplay" and probably a folder "stats" (some mods will contain others folders). Beside thoses folders you have 2 files : one "readme.txt" and the other "newname.addon.lev". You can now zip the folder again and rename it in .wz . You have a mapmod pack ! :D

5. Before you host in multiplay or give you file over the internet remember that every map pack need a unique name. So if you dont want to go trought the tedious point 2 again, you'd be wise to try the map in single player and check that every changes you wanted are there.

No map trick
Technicaly the addon.lev in a "map" pack can target one of the legit map of the game resulting in a "map pack" without any map files XD . the map-mod become a mod-map so to say. This can be used the other way around. Instead of a map where you drag a mod, you just simply have an .addon.lev file in your mod. You can therfore just increment the verisoin name both in .lev file, .lev name and name the resulting pack the same. This trick reduce the download files and is slightly faster to do once you know the trick. It gives you more choice of map without having to unzip the map.
Last edited by Iluvalar on 23 Sep 2011, 17:47, edited 5 times in total.
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NoQ
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Re: The guide of mapmodding

Post by NoQ »

I think there should be a "map mod detector": when unnecessary files are found in the map archive, the players should be notified with a chat-like message, or a icon like the current "No VTOLs" icon.
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Iluvalar
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Re: The guide of mapmodding

Post by Iluvalar »

The best would be 2 more buttons beside the "preview" button that would appear.

one for map-readme.txt and another for mod-readme.txt if any. and yes a list of unnecessary folders if no mod-readme.txt was found. That would do the job nicely.
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Iluvalar
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Re: The guide of mapmodding

Post by Iluvalar »

the "How to mapmod" as been completed (i was waiting everybody get 2.3.8). I'd like thaty someone try to follow my steps and tll me if it's not enough easy to understand.
Heretic 2.3 improver and proud of it.