Talk:Single-Player Mapping Tips
I'd like to see more on AI usage, but then I would wouldn't I? --TomEdwards 08:01, 12 Jul 2005 (PDT)
- I might add some more, fairly generalised AI stuff, but I think the first task may be to put a lot of the tips into sub-categories with headings to tidy things up. Oh, and many thanks for the excellent additions, Mr. Johnsto! :-] --Cargo Cult 08:06, 12 Jul 2005 (PDT)
- Added some sub-headings. Reckon they're about right? --Cargo Cult 09:53, 12 Jul 2005 (PDT)
Multi-Player Mapping Tips
Why is there only a section about singleplayer? A lot of this tips are more or less neutral (single/multiplayer) and considering the high popularity of multiplayer mapping there should be a section with general tips on this, too. I see this article is taken from an original VERC article (I miss those) but the nature of a Wiki should allow to modify this.
I think it should be renamed to "General Mapping Tips", with all the single-player only (and probably a few new multiplayer) tips moved to a sub chapter. So... I'd like to add some general MP tips. Is anyone actually reading this discussion here? Reaper47 03:59, 2 Jul 2006 (PDT)
single player mod
i dont think its explained anywhere how to build these levels into a single player mod, i tried to find one but cant, anyone know what you do? something about maplist.txt i think
when i click 'new game' on my mod its a blank menu and help would be apreciated
- Building a no-code single-player 'mod' seems to be a bit of a black art at the moment - all the single-player maps I've seen so far have had to be unzipped into hl2/maps/ instead of having a nice folder to place in SourceMods.
- I do have a semi-functioning mini-mod for Metastasis, though, and I'll try and finish the 'skeleton' and upload it here at some point soon. Hope that helps! --Cargo Cult 16:23, 1 Aug 2005 (PDT)
- Thanks, that would certainly help --InvaderZim
non-neutral section
While I think most of this can be agreed on by people I removed the point about not allowing the player to backtrack intentionally; I think that point is VERY opinionated. In fact, if anything, most mappers I know would consider restricting the player and not allowing them to purposefully go back and explore for supplies etc very poor design (as opposed to FORCING the player to do extreme amounts of backtracking). If it's there I think it should be in some kind of context, like when you are making a very long campaign (I.E. 30 minutes+ ). --MMAN