Teemu Polvi
20th February  2000
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CTF !EXTREME! -BUILD HELP FILE

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1.0   Info
1.1   About this document
1.2   What do you need

2.0   CTF -map format
2.1   Map style
2.2   Sprites
2.3   Players
2.4   Tips
2.5   When finished...

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1.0    INFO


1.1    ABOUT THIS DOCUMENT

    This Document was created to help you creating CTF !EXTREME! -maps.
    It was written entirely by Teemu P.

1.2    WHAT DO YOU NEED?

    You only need LEGAL Build from your LEGAL DN3D v1.4 CD-ROM.
    Why LEGAL? Becouse asshol..I mean pirate version SUCKS!!!
    ..and offcourse you need to know everything about using it!

    If you really wan't to make levels to CTF you can rename names.ctf to names.h,
    so finding right sprites will be easier

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2.0    CTF -MAP FORMAT

    No don't get me wrong the format is same as normal .MAPs, but
                              ------
    greating progres is little diffrent:


2.1    MAP STYLE

    The most usual map style is following:


    --------------          --------------
    |            |----------|            |
    |            |          |            |
    |            |----------|            |
    |     A      |    D     |     B      |
    |            |----------|            |
    |            |          |            |
    |            |----------|            |
    --------------          --------------

 A:   Blue teams base
 B:   Red teams base
 D:   Something between A and B(usually bridge as in 75% of my maps)

Remember this map becouse I will return to it later.

-Remember that the style does matter. Here's some ideas:
  * City
  * Cave(Really cool with lot's of details and good framerate)
  * War
  * Ancient
  * Future/Space
  * Book/Film based

 (Never do "My really mixed up level with many weird things!"
  or "My cave level made with in 2 minutes!" please )

2.2    SPRITES

    The main-thing of CTF is in sprites. They are actually everything that
    makes the classical game come alive again.

-Main sprites and where to but them:

  BLOCKER   #3635 :  This sprite blocks if player haven't chosen his/her side
                     -> To the starting room before the teleporter

  BLUE_FLAG #3590 :  Item that Red-team tries to steal -respawning -> A

  RED_FLAG  #3591 :  Item that Blue-team tries to steal -respawning -> B

  FR_BLUE   #3591 :  Here Blue-team resturns the RED_FLAG -> A

  FR_RED    #3610 :  Here Red-team resturns the BLUE_FLAG -> B

-Other:

  EFFECT1     #3585 : Spawns smoke depending on Pal(0 fastest 1 normal 2 slow(if it works...))
  EFFECT2     #3586 : Nothing yet
  EFFECT3     #3587 : Nothing yet ( I'm taking suggestions )
  SNOWSPAWNER #3588 : Spawns snow depending on Pal(0 fastest 1 normal 2 slow(if it works...))
  HOT_LAVA    #3603 :  Lava SPRITE to use in CTF levels: DON'T USE ANY NORMAL LAVAS!


-And finally sprites not to be used:
 -steroids
 -boots
 -greenmine #3630
 -redmine   #3631
 -snow sprite #3638 (you can use it, but it will only drop and disappear)
 -Duff thing or anything else that may spawn steroids or boots
 -any other lavas than HOT_LAVA

2.3    PLAYERS

    Players start at room where they can choose teams and then teleport to
    actual play arena.

     --------------
     |            |--------
     |                    |
     |     A      B   C   |
     |                    |
     |            |--------
     --------------

   A : Player sprite
   B : BLOCKER -sprite
   C : Teleporter ( SE H=1-8 L=7 )

 I do not recommend that you make your own starting rooms, becouse
 you can copy them from one of my 4 levels(By pressing ALT).
 They are 8 rooms shaped like the one in our exsample.

 Copy those 8 rooms from one of my maps to yours and put
 8 Sector Effectors to D-part of the map in format: SE H=1-8 L=23



2.3    TIPS


-NEVER EVER:
  -Use lavas or other floor-textures that need boots
  (use ONLY the HOT_LAVA sprite if you really need it)
  -Put players to spawn other section than "D" becouse it would be very
  unhappy if enemy teleports directly to your own base.
  -Use much powerfull weapons(RPG,FREEZER...)

-REMEMBER:
-Don't use much height difference becouse DN3Ds engine isn't made for that.

-Also avoid using much sprites and transparent stuff(framerate!)

-Use floor textures signed B and R below score tables -I've noticed this makes
 players to LOOK at score table as they come usually directly towards the letter
 (OK that was quite weird, but it is  required to look at ST to gain a score)

-Put many routes to each base, becouse there are still many chickens that
 wait in that only way with a RPG just to gain killing points.


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If you got more TIPS to share with or you didnt't understand something
just mail:
ctf.extreme@jippii.fi



2.3    WHEN FINISHED...

     If you want me to publish your map, You should write a little description
     of your map and send it to: ctf.extreme@jippii.fi with your maps name
     as the  title.
     The description should be like:

              My map

     My map is...

     ...and the data:

     SIZE:   4-8 players
     STYLE:  (read section 2.1)
     MADE IN:   x hours
     WEB PAGE:   www.address..
     E-MAIL    me@myhouse.com


     Offcourse it doesn't have to be just like that, but it should include
     all that information.
     It would also be good if you have your own internet page that you
     could put your map in ZIP -format.

     After that I tell you what to do, and if the level is really good
     I include it in next version or in one of MAPPACKs coming soon...


     NEVER EVER SEND ME A MAP WITHOUT MY PERMISSION, BECOUSE I WILL DELETE
     THEM RIGHT AWAY (WITH OUT EVEN DOWNLOADING THE ZIP)


