94 lines
3.2 KiB
Plaintext
94 lines
3.2 KiB
Plaintext
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Challenge ProMode Arena: Maplists
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---------------------------------
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Date: 12 May 04
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Below is a quick description of how to use maplists.
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The example here is for an FFA server.
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ffamaps.txt
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-----------
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# Example of the format of the text file used for specifying maps under
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# Challenge ProMode Arena for Quake3.
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#
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# Format:
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#
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# <mapname> <min_players> <max_players> <scorelimit> <timelimit>
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#
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# Note: a missing or < 0 value for either of the limit fields
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# means use current server settings
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pro-q3dm6 0 14 25 20
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cpm9 4 14
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cpm14 4 99
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q3dm1 0 4 20 20
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q3dm17 99 99 20 20
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# etc
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The map queue will only load a map if its min/max active player counts on
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the current level are within its bounds. Otherwise, the map will NOT be loaded.
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There's a useful trick to the min_players field shown in the dm17 entry:
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since you can't have 99 people on a server, the map will NEVER be rotated to
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automatically, but it stays in the maplist and IS available for voting.
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Maps that are in the rotation are shown in green in the maplist.
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Maps that are NOT in the rotation but can be voted in are shown in yellow.
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If the min_players field is set to -1 the map is "banned" and can't be
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loaded by anything short of an RCON, even if map restrictions are off.
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This is very handy for some of the more atrocious 3W maps, where you can't
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just delete them because they're bundled into a single PK3 with other maps
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that you might actually want to play.
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If map_restrict is 0 (the default), any "suitable" maps for the current
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mode will automatically be added to the maplist, but excluded from the
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rotation (i.e. they're added as if specified as "min_players 99").
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There's no need for a map_autoload cvar: it's implicit in map_restrict 0.
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Note that "suitable" is determined by the presence of a correctly-specified
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"arena" script for the map. Ironically, none of the original id maps actually
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qualify :P, though the later "pro" maps are fine. See the notes at the end
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of this file for more information.
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If a server is empty for mode_idletime minutes, the first map in the list
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will be rotated to automatically. It should be a popular/common map for
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quick pickup games when people connect initially.
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Also, if a [mapname.cfg] file exists, the settings in it will be applied
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automatically when the map is loaded AFTER the mode settings take place:
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this is how we set CPM1A to default to 5-second weapon respawns.
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Appendix A - Fixing Broken Maps
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If you want to sort out the original id maps, create a "scripts"
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subdirectory in baseq3, containing a file called idmaps.arena. The contents
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of that file should look something like this:
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{
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map "q3ctf1"
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type "ffa team ctf"
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}
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{
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map "q3ctf2"
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type "ffa team ctf"
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}
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etc. Yes, the id CTF maps really do have FFA and TDM items. :)
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You can also use this file to fix up pro-q3dm6 if your server allows CA:
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{
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map "pro-q3dm6"
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type "tourney ffa team arena"
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}
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(Most RA3 maps are similarly lacking, which shouldn't surprise anyone :P
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and can be fixed the same way).
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Alternatively, you can just add the maps to the appropriate maplist
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explicitly, which will also let you select them for auto-rotation etc.
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Up to you. :)
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