How to make a multiplayer map for The Assignment. ------------------------------------------------- Making a map for The Assignment is very easy actually. At this point, a .fgd file is unavailable for map makers to download, however, this does not restrict you from laying down the foundations of the map. Once the .fgd file is released, it will be a simple matter to add or modify some entities to make it useable for The Assignment. Following is an overview of the required elements and basic structure of a map for The Assignment. These will be very general, to enable map makers to throw their creative juices into their map as much as possible. We will start with an overview of what is actually happening in the multiplayer game. Breaking it down to its very basic form, there are two teams. Each teams aim is to gather and keep all four resource items on the map. Once all four resource items are collected, the team with all the resources must make their way into a previously locked area, and collect the final resource, thereby winning. So that's the overview, now what are the very basics that need to go into a map to make it functional for The Assignment? Basic Requirements of every map: - Each team needs a base. This is where they spawn, and also where they are able to purchase weapons/ammunition/items. - 4 areas on the map where resource items are to be collected from. - Two areas which have doors where the final resources are stored. Now lets go into a bit more of an indepth description of what is required for each of these areas. BASES: The base is the home of each team. Think of Team Fortress, and you have a good idea of what these bases are. Ideally, each base will have more than one entry point to them. Each base will also need a room or some easily recognisable area which is the "Capture Point" for that team. This is where, once the team has acquired a resource item, will take it back to in order to collect it. 4 RESOURCE AREAS: These are areas where the 4 resource items are stored (one in each area). In many ways, these could very easily be mini-maps within themselves, depending upon the overall size of the map. They can literally be anything. They can be boats, rooms, buildings, planes, anything. Ideally again, these areas should have more than one entrance to them. The resource items are generally central to these areas. Try to space these areas out from the bases, or at least make their placement even. For example, if one base has a resource area close to it, the other team should have one close as well. This ensures the map is even. Alternatively, make them far away from both bases. Just make sure that you dont place three resource areas very close to one base, as it will make the map unbalanced. FINAL RESOURCE AREAS: Originally when we came up with the concept for the multiplayer, it was envisaged that these final resources would be stored somewhere in each teams base. This is still a possibility in fact, but with some creative thinking, and some careful placement, it is possible to place these items practically anywhere on the map. Each team will have to retrieve the final resource item from only one of these areas, and that area is static (ie, team A will always have to retrieve the final resource item from team B's final resource area, and vice versa), so try and make them fairly close to the base, or fairly far. These areas will need to be locked. This will be done with entities in the .fgd file, but until it is released, you can just create the entrances as func_door entities. Well, thats it! Pretty straight forward isnt it? All you need to do is apply these basic requirements to your idea for a map, and let me know that you are making a map. Letting me know is very important, as its very possible that map makers will have the opportunity to test their map with versions of The Assignment (no promises though :P). If you have any further questions or you would like to make a map, please dont hesitate to contact me at remnant@strategyplanet.com, and I will do my utmost to help in any way possible. Cheers, remnant Lead Game Designer - The Assignment (http://www.planethalflife.com/assignment) A Liquid Fire Production