TF2/Basic Map Construction:ko

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Team Fortress 2 레벨들은 많은 특정한 세트의 맵 요소들을 불러옵니다, 복잡한 골 엔티티 시스템은 각각 다른 게임 타입을 만들어 냅니다. 이 문서는 다양한 요소들 그리고 맵 스타일의 필요 요소들의 기초 틀을 잡는 방법을 설명해줍니다.

보통 요소들

리스폰 방

Players in TF2 generally respawn in one of their team's designated respawn rooms, somewhat removed from the main combat zones on the map. These areas also serve as a place to heal and re-arm during battle, allow class-switching without a suicide, and are safe havens protected from the enemy team.

If you'd like to build a spawnroom from scratch, see the tutorial TF2/Creating a Spawnroom.

Building a typical respawn room, such as those on ctf_2fort, means putting together a few independent parts:

  1. Most importantly, there is an area that controls the actual player spawning. See respawn areas.
  2. An invisible barrier at the exit, with a big red no-entry sign, blocks the enemy team from entering. See Team-Specific Barriers.
  3. A door that opens only for the friendly team overlaps the barrier, and generally looks a little nicer. See Team-Specific Doors.
  4. One or more supply lockers provide healing and ammo during battle. See resupply areas.

팀 전용 문 - 방어막

These entities keep members of one team from entering certain areas or moving in certain directions. They are almost always used around respawn areas to keep opponents from spawn camping. They can also be used on attack/defend maps to keep defenders from moving too far forward in certain areas. The grate in the upper left approach on the first segment of cp_dustbowl is an example of this.

They often appear together, overlapping in the same doorway. In this case, the barrier reliably blocks players and grenades, while the Door blocks bullets and rockets.

See the Team-Specific Barriers and Team-Specific Doors articles for more information.

재보급 장소

Resupply areas heal and re-arm players when they approach, and take the form of resupply lockers on all the official maps. They are usually placed in or near respawn areas, but forward or rear defensive resupply areas exist.

See the resupply areas article for more information.

체력 & 탄약

Health and Ammo pickups are carefully placed on most maps to increase the strategic importance of remote locations, entice players to use less traveled pathways, or provide support for engineers away from resupply areas.

See the Team Fortress 2 Entities Category for more information.

승리 목적

일반적 요소를 추가하자면, Team Fortress 2 맵들은 그들만의 승리 조건이 있습니다.

깃발 탈취

This is the goal system used in the ubiquitous 2fort map, and is denoted with the map prefix ctf_. One team must pick up the other team's flag and deliver it to their own capture zone. It is the simplest goal system to set up.

A CTF goal system consists of only two item_teamflags and two func_capturezone brush-based entities.

See Flag Based Goal Systems article for more information.

대칭 점령 지점

The most straightforward of several Control Point goal systems, this is used on Granary and Well, and is denoted with the map prefix cp_. Teams start on either end of a symmetrical series of Control Points, and must take control of all the Control Points to score.

A Symmetrical Control Point goal system consists of multiple Control Points, each made out of a trigger_capture_area and a team_control_point. A single team_control_point_master determines some of the game logic, including the layout of the control point icons on the HUD.

See Creating a Capture Point article for more information.

다수 라운드 점령 지점

This is the goal system used on cp_dustbowl, and is also denoted with the map prefix cp_. This is an Attack/Defend goal system, in which one team defends a series of Control Points while the other team tries to take them. The Multiple Round Goal System tutorial covers this.

지점 점령

This a control point goal system that revolves around a larger strategic map, as in tc_hydro. This larger map is broken into sections, each with one control point. During a round, most of the map is closed off, leaving only two control points for the teams to fight over. When a team takes the enemy point, they gain control of the associated section of the map. A new round then starts, with a new pair of control points to fight over. This continues until one team takes the entire strategic map. Territory Control maps are denoted with the prefix tc_.

수레밀기

This is the other standard Attack/Defend goal system, in which one team has to guide a cart from one end of the map to the other within the allotted time, and the other has to prevent it from reaching its destination. Multiple checkpoints are placed along the way, which add time and prevent the cart from retreating further. Payload maps are denoted with the prefix pl_.

수레밀기 경주

This is a symmetrical version of Payload, in which each team has its own cart to guide to an end point. This takes place in multiple stages; the winner of each round gets bonus distance from the starting point at the beginning of the next one. Payload Race maps are denoted with the prefix plr_.

아레나

이것은 쉬운 클래식 데스매치 모드입니다. 맵은 처음에 방어막뒤에 사용불가능으로 설정되어 있고, 일정 시간이 지나면 사용 가능할수 있게 바뀌는 하나의 점령 지점을 주변으로 맵이 건설됩니다. 승리는 상대팀의 모든 팀원들을 죽이거나, 점령 지점을 점령 하거나 하면 승리합니다. 맵에서 서든 데스가 발동될때, 플레이어들은 죽고 나서 다시 스폰되지 않습니다. 아레나 맵의 접두사는 arena_ 입니다.


더욱 많은 정보를 보시려면 아레나 맵 제작을 보세요.

언덕의 왕

이것은 시간을 차지하기 위해 무조건 점령 해야하는 하나의 점령 지점의 변종입니다. 각 팀은 그들이 점령을 하면 시간이 지나가고 적팀이 점령하면 시간이 멈추는 그들의 타이머가 있습니다 T라운드가 끝나려면 하나의 타이머가 0이 되어야 합니다. 언덕의 왕 맵들은 대게 접두사는 koth_ 이고 아레나 맵들과 유사합니다.

디자인 개론

모든 기본적인 방법으로 맵을 만드는 모든 방법, 그리고 당신의 맵에 가장 중요한 부분의 요인을 삼는 것. 즉, 게임 플레이 타입은 대부분 그들이 세부적인 옵션에 의해서 만들어집니다. 당신의 게임플레이 종류를 정하고, 그것을 계획하세요, 그리고 건설하세요.

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