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Map making

Sat, 02 Mar 2002 22:02:00

mago

I'm very interested to learn how to make maps for Hexen, fellows. Could somebody give me some instructions, tips, names of programs and places where I can find tutorials. I have some good (in my opinion) ideas, but I don't know much about map making... Please? [img]images/smiles/icon_biggrin.gif[/img]
Sun, 03 Mar 2002 00:02:00

RambOrc

You could start out with WadAuthor which can be downloaded from RavenGames (check the Heretic or Hexen map page for the link). It's got online help with some pretty good tutorials.
Sun, 03 Mar 2002 04:49:00

Ichor

I tend to use DCK 3.62. It may be old and only works in DOS, but it does have something WadAuthor desperately needs: a line draw feature. In WadAuthor you need to use that new secor command every time you want to make a new sector. It's even worse when you're trying to split a sector into two. With DCK, you just draw the lines you want to form a square or some other shape, and to split sectors, just draw a line from one point of the sector to the other side, and PRESTO, it's split in half. The downside to DCK is the limits I keep running into. I can make maps only so large and can use only so many things in the thing list, which is why I'll use WadAuthor, but only when someone gets around to making this line draw feature. It would make it a great deal easier to use (and faster too).
Sun, 03 Mar 2002 15:11:00

mago

I've been trying the WadAuthor, and it's cool. But the tutorial within it didn't explained a few things: How can I build open areas? I just have to choose the sky texture for the sky? How? It only explains how to build standard maps (rooms, halls, doors...). How can I build houses like the ones in the Ruined village, from the Dark Citadel? How can I put models in a map? How can I place them?What types or formats of 3d models are accepted by the game?
Sun, 03 Mar 2002 15:51:00

RambOrc

To create an outdoor sector, just use F_SKY as ceiling. Best way to learn how a map you like is built is to simply open hexen.wad or hexdd.wad in WadAuthor, choose the map from the View menu, and watch it. [img]images/smiles/icon_smile.gif[/img] You can't put 3D models directly with WadAuthor. You can put 2D sprites with it, which are then defined in the Korax engine to be replaced with a 3D model. To replace a sprite with a model, you use ModelDef.txt. To determine the name of a sprite, open the wad file in WinTex.
Sun, 03 Mar 2002 18:16:00

mago

What about the models for architecture, like the broken pillars? Or are they just a sector with 12 sides?Hmmmm... By the way, can I put my sprites in a map, even though they aren't in the hexen wad? That would be a way to see how they look rendered by the Doomsday engine. How can I alter the AI? I mean, the reach of sight, the aggressivity of monsters, set the priorities or more complex behaviours? Is it possible, or just by programming? I read something about reject. Would it be what I should use to set behaviours? [ March 03, 2002: Message edited by: Mago ]</p>
Sun, 03 Mar 2002 20:09:00

mago

Reject is an option from Wintex, where we can change somehow the stats of a sector, allowing the player to be "invisible" to the monsters, or to add an area where all monsters will see the player (at least, that's what says in the help file). Yeah, I noticed the Deaf and Dormant options, but they are too limited, since you can't alter the angle of vision, or the sensibility of the monsters (in this case, the Deaf option). I don't know what "the Koraxdev file swap server" is.... All this problem about AI is happening because I wanted to try to make a map... Well, imagine this: You are the warrior and you are in a forest. The only problem is that the forest is serving as a resting location for a big part of Korax army(or any other leader), so you have to pass through the forest, without being noticed, otherwise you would attrack the attention of the entire army (which is divided in small groups, around the forest. The problem is: as soon as one of them sees me, and I have to kill it, all, and I mean ALL, begin to hunt me too, even the ones which are far away. Anyway, I wanted to add models because I thought of an entire episode, where you would retourn to your homeworld, so I would have to limitate the map's area in some other way than walls. So I thought if I could make some 3d models of big stones, and complete the effect by making some textures of forests, as in Antara. Sorry about the english, but I don't have time to go to a dictionary... [img]images/smiles/icon_biggrin.gif[/img] [ March 03, 2002: Message edited by: Mago ]</p>
Sun, 03 Mar 2002 20:48:00

RambOrc

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Yeah, I noticed the Deaf and Dormant options, but they are too limited, since you can't alter the angle of vision, or the sensibility of the monsters (in this case, the Deaf option).
I'm not sure what you mean? All entities can be set to look into one of 8 directions, in 45? steps. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
I don't know what "the Koraxdev file swap server" is....
LOL, every time you enter the Korax Developer Forum, there's a message at the top, telling something like "don't forget our internal developer forum resides at..." the URL is http://koraxdev.korax-heritage.com , I'll set up the FTP accounts for team members somewhen in the near future (and also a password authentificaton so no outsiders can download stuff any more). Currently there isn't much up there except for the MD2 model packs and the KMOD 2.0 source code from December. Your idea is similar to one I had, this is not really viable with the DOOM (and thus with the current Korax, based on jHexen) engine. It'll be a lot easier to create with the upcoming Korax 2 engine (based on Vavoom). I've been thinking for a long time about a forest where there are very few actual trees, and the forest feeling is mostly created through high-res animated skybox textures that change pretty soon when you move in a direction. That's why one of the "oldest" scenes of Korax' Heritage (meaning I had the concept and some test maps back in '99 or maybe even '98), Darken Wood, has been removed from Scattered Evil completely. SE will start in the town, while The Serpent Power will start at the edge of a forest, with grasslands behind you, or in a forest patch. This is generally through, the current engine is a lot less suited for cool outdoor scenes than the next generation Korax engine will be, so you should rather try to visualise ideas with underground caves/temples/dungeons for Scattered Evil... [img]images/smiles/icon_wink.gif[/img] <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Sorry about the english, but I don't have time to go to a dictionary...
Oh my, the world goes down the drain... [img]images/smiles/icon_razz.gif[/img] Look here, the only English native speaker in this forum is Ichor, and even if you check all the older postings in here, you'll find only another who qualifies as such, Kendrome. All other active members have been from countries like Brazil/Portugal (hint hint [img]images/smiles/icon_smile.gif[/img] ), Norway, Latvia, Switzerland, Hungary, etc., or even if living in the US, still having a different mother tongue (like Levelkiller).
Sun, 03 Mar 2002 21:37:00

mago

"All entities can be set to look into one of 8 directions, in 45? steps" Yes, I know that too, but what I meant was the "radius", the reach, things like that. -I finnally found out what it is! I've saw it a while ago (the server). Nice pics of Antara! [img]images/smiles/icon_wink.gif[/img] Well, I've thinking about an episode, which might be fun, if I can master the map making proccess. You would finish Hexen, and, instead of going to the Dark Citadel, you would retourn to your homeworld, only to discover that a great Korax's army has passed through the gate, and now is at war (destroying) entire kingdoms. As a leader of the Legion (or the Church, or Arcannum), you must rush to join your race and command the defense of your nation/world/humans. The levels would very very different and variated, from finding clues of what happenned to a destroyed city )first map), to avoid the monster army, and enter the human castle at siege, under the Ettin's noses (running and killing as a madman, of course). It would be very difficult to make (at least, as I imagine it), but i would be fun. [img]images/smiles/icon_biggrin.gif[/img] [ March 03, 2002: Message edited by: Mago ]</p>
Mon, 04 Mar 2002 07:23:00

RambOrc

Those are made out of sectors with some basic tricks the DOOM engine's got to create a somewhat better illusion of 3 dimensions. You can easily confirm what's model and what's sector by renaming ModelDef.txt to something else (like _ModelDef.txt), in that case the jHexen/Korax engine doesn't load any 3D models at all. Also, unless you've downloaded the model packs from the Koraxdev file swap server, there are no architectural models in Korax Mod (II). Sprites that aren't in the original wad can be configured with WadAuthor to be on the list, you have to edit the hexen.wcf file (if it's too complicated, just mail Camper and tell him what entries he should add). Basic AI is in the code part of the game, you can modify only small things with ACS (which I don't know how to use, so ask Janis or Ichor). There are 2 basic things you can set with WadAuthor as level designer, if you check the properties dialogue box of a monster, you'll see a couple of options on the right (like with which classes the entity appears at all), among them "deaf" and "dormant". If you set a monster to "deaf", it won't move before it sees you or hear you use a weapon. If you set a monster to dormant, you also have to assign it a tag number, and it'll come alive only if you activate that tag (like adding the tag to a switch's linedef and setting the type to "user uses" or how it's called). Dunno what "reject" is and where you found it.
Mon, 04 Mar 2002 14:36:00

RambOrc

Your idea is somewhat similar to what is actually planned for The Serpent Power (a great army marching to destroy the city). BTW there's still another little thing to help you "tweak AI", there's a linedef "block sound", if you set such a one than monsters won't react to your fighting sound before they see you (or you step over the linedef in their direction and fight).
Mon, 04 Mar 2002 20:18:00

RambOrc

It's not yet 100% decided how deep this all exactly goes, it's mainly a question of engine and programmer capability/capacity. Here the lowdown on what I had as base idea already years ago: - there's an army marching to overtake the city - this is not your average RPG where the army arrives only when you completed all necessary puzzle items and quests, but it'll move with a certain speed and will arrive in the city, even if you didn't accomplish anything by then - since it'll be a seamlessly connected world, you'll be able to find the army at any given time point (provided you can travel fast enough, teleporting comes to mind), and observe it moving, making camp, breaking camp, traveling again, etc. etc. - environment will change because of the actions of the army (like scorched forests, burned-out houses) - version A: city will send out 3 heroes to defeat the army on the plains before it comes near to the city. One of the 3 heroes is you, the other 2 are from the other 2 orders. Imagine 3 superheroes engaging in combat with hundreds (or maybe even thousands) of monsters (now you see why no 3D models, it would never be possible with them). That needs a LOT of AI tweaking, i.e. monsters that can march and fight in formations, monsters that are lead by officers, monsters that don't get into each other's way when shooting, etc. - version B: city defends itself from monster army with hundreds of soldiers/guardians, using ballistae and catapults (both models incl. animations can be taken from Hexen II). As for the general storyline (and everything else concerning The Serpent Power), yes I have a lot of stuff on paper (I've got a bookful of papers with everything from quick ideas through maps to building sketches, plus hundreds of fotos taken of medieval buildings and nature scenes). But I'd like to concentrate on bringing out Scattered Evil first, so please put all Serpent Power ideas and questions aside for the next couple of months, if we discuss the next project in the line now, the current project will never come out. [img]images/smiles/icon_smile.gif[/img]
Mon, 04 Mar 2002 21:47:00

mago

Well, I wasn't thinking about Serpent Power, I was just wondering about an extra episode or something, or if you would like to hear some ideas which could implement Scattered Evil... Anyway, regarding to monster who march, the site http://zdoom.notgod.com/zdkb/zdoomindex.html has a tutorial about setting routes to monster's movement: http://zdoom.notgod.com/zdkb/zdoom7.html I don't know if fits the hexen engine, but it could give some clues or help the programmer involved. I thought the maps for S.E. were like the ones in hexen, by looking to the screenshots (swanp town, mines...), and I thought you would be a unknown hero who acceppts jobs or something, going from the city to your next mission (which would be the levels themselves). Of course it was just the idea I had, nothing more. [img]images/smiles/icon_wink.gif[/img] and sorry about the questions, but I thought that, as Kmod2 is officially released, you would be now working or making concrete plans for S.E. [img]images/smiles/icon_smile.gif[/img] Sorry about that. [ March 04, 2002: Message edited by: Mago ]</p>
Tue, 05 Mar 2002 01:29:00

RambOrc

OK, I see there is some confusion here... there are 2 single player TCs planned, the first is Scattered Evil (SE) that comes out in the first half of this year and uses the old Korax engine (the same as the 2 mods did, based on jHexen). The 2nd won't be around before next year (since work will start most probably only in the 2nd half of this year or so), it'll use the next generation Korax engine (based on Vavoom), and will be called The Serpent Power (TSP). The thing is, the engine behind SE is severely limited, both in comparison to the upcoming engine behind TSP and also in general terms, i.e. no advanced level design (like slopes, 3D floors, skyboxes). Since Tzar Sectus disappeared, there won't be much in the way of new code over the KMOD2 engine, which means no new AI, no tons of new spells, no all-new inventory system (unless Tzar Sectus suddenly surfaces or we get another programmer who has so much time, enthusiasm and knowledge as he). OK, something a bit brighter, the thing you saw at ZDOOM is a cool idea... at first I thought it's not possible with the original Hexen engine, but then I took a look at the WadAuthor screenshot, and realized something vaguely similar DOES exist in Hexen, namely the route the Death Wyvern flies. Trouble is, I've been trying to create a similar one once, and though I fucked around for about an hour, I couldn't get it to work. I'm pretty sure it would need some code adjustments to work for other monsters as well, so it might well be that nothing in this direction will be done before TSP. (OK, so what was so much brighter about this last paragraph? LOL)
Tue, 05 Mar 2002 01:37:00

RambOrc

I guess I still didn't really explain things. [img]images/smiles/icon_smile.gif[/img] TSP's base storyline does exist in a raw form, and the world will be built up based on the story. OTOH with SE, it's a rather different situation: 2/3 or so of all maps will be maps made by other people for Hexen or Heretic, and not specifically for this project. I'll add maybe 2-5 all-new maps to this mixture, rework all the external ones somewhat, and try to mold it all into something that resembles more or less a unity. I also have half worked out story sketches from different ppl and have a couple of ideas myself from earlier on, I'll try to use scraps that fuse together with the existing maps (this is BTW the way most commercial games out there are made, that's why hardcore RPG gamers don't like them [img]images/smiles/icon_wink.gif[/img] ). In this form, it sounds bad, but if you stop thinking about it, it isn't really. I mean, imagine KMOD2's gameplay with a dozen new maps (most ppl never saw those other Heretic/Hexen maps we'll use), better shops, NPCs, a new storyline (even if it's not VERY good, it's a LOT better than nothing). It's already an RPG that's fun, and analyzing the work that goes into it, the way it plays in the end, and the reactions the ppl will give us, it all together will help a lot in bringing TSP in the right direction. KMOD2 profited a lot from the shortcomings of Korax Mod.
Tue, 05 Mar 2002 07:22:00

mago

So that's the idea for Esc Evil,huh?! [img]images/smiles/icon_smile.gif[/img] Will we actually fight for the city, I mean, defend it? Will there be any fellows defenders? If yes, how will that be possible (in terms of AI, script, triggers or whatever it is called )?Will there be women fleeing and leaving all the hacking for us (as Conan once said)? [img]images/smiles/icon_biggrin.gif[/img] By the way, could you give me/us a more detailed look upon the storyline, how will be the levels like, so I could help in that area too? Well, lots of time ago I read a book from TSR, which story was about an army of orcs that surrounded your castle, and you had the mission to warn the kingdom of the threat, while your castle was being destroyed. As a little boy, I liked it very much, so now that I'm gainning some knowledge in the game area (map makking and sprites), thought if in the future I could make something similar, with the same feeling. Actually, I have some sketches for maps, buildings, speechs and story line already, so if you want to take a look, just let me know... [ March 04, 2002: Message edited by: Mago ]</p>
Tue, 05 Mar 2002 21:27:00

mago

RambOrc, I know the difference between the two mods! What I was trying to do is give some ideas, since the work haven't started yet, isn't that right? [img]images/smiles/icon_biggrin.gif[/img] And by the way, totally new AI isn't THAT necessary, we (I mean, the level designer) could fake some reactions, actions or behaviours just by good design. Of course, if nobody can make some sprites fight for you, then the idea could never be done, but it already happens, when you summon a monster with the mage. You can't control it, but it fights for you. [img]images/smiles/icon_smile.gif[/img]
Sat, 09 Mar 2002 15:32:00

mago

Anyway, I think I'll leave these matters for later. Since we haven't the code changes, it would never work.
Sun, 10 Mar 2002 18:15:00

mago

Could somebody tell me how can I apply scripts, tags, triggers (whatever the name is)? I saw one in the map 45 from Dark Citadel that is very interesting:when you hit the bell, a near wall will explode and a passage way will open. It could easily be used in the siege's episode. When the castle is being under siege, and the monster moving for an ultimate attack, they would break parts of the wall using the same effect( or the main gate). It would be really good. The castle would then be "really" invaded, in real-time, by swarms of monsters. Any idea how I could set effects like this, and others? Please help! [img]images/smiles/icon_smile.gif[/img]
Mon, 11 Mar 2002 09:02:00

dj_jl

This is done by using ACS scripts. I could create an example map showing how to do this.
Mon, 11 Mar 2002 20:41:00

mago

That would be very nice, thanks! [img]images/smiles/icon_smile.gif[/img] With the list at my possession, could I bend the map making limitations just by using wadauthor, or I would have to use some other complicated program? [img]images/smiles/icon_biggrin.gif[/img]
Mon, 11 Mar 2002 21:37:00

RambOrc

Since ACS is a simple scripting language, the most obvious tool to use for it is Notepad. [img]images/smiles/icon_smile.gif[/img] It's not the creation of ACS that's complicated, it's the understanding of the language and the debugging.
Tue, 12 Mar 2002 08:55:00

dj_jl

Actually WadAuthor has a built-in ACS editor. Just right-click somewhere ouside the map (i.e. not on sector) and in the popup menu select "Scripts...".

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