| How to Remix Maps for Nerf ArenaBlast |
| Written by Grant Williams | ||||
Page 2 of 2 Another method used to add to the feel of the map is the use of coronas. Coronas are small flares that are used on lights to get a "glary" effect. This technique is especially useful when dealing with exposed lights in your maps. Most UT maps that I have seen have coronas already waiting for you. All you have to do is tell them what texture to use. When I do coronas I have found that the Flares.utx texture pack normally works well. What you do, to allow the coronas to work in NAB, is you load the texture pack you want, click on the light (it normally has a drawscale of .2, so be looking for a light actor that is very, very small), go to details, skin, click the texture you want, and click the use button. Coronas are one of those things that can be left out, but they are really cool, so I recommend that you do use them. Another thing to remember is that you can post all the textures in the world in this thing, but if you don't have the option corona (under lighting in the properties) set to true it won't do a single thing. Now for the fun stuff. At about this time I modify my game properties. This allows me to put my name in the list of people that made the map (ex. Sabbath Cat Remixed by G-MO). It also lets you set the game type so you can play it with bots in single player. In order to set the properties correctly, you need to look in level properties, then level info. You will need to go to classes section (where the texture browser is normally located), and Info, then you go to GameInfo, then NerfGameInfo, then you click on deathmatchgame (don't bother to expand that last option, just click it and follow the instructions). Go back to levelinfo, find the DefaultGameType section, and click use after you click on the deathmatchgame in classes. This will allow for testing with bots. Because I like playing NAB even more then I like making maps for NAB, this is a great thing to have, and it allows you to test your map and see how it looks with bots shooting you. Once I can test the map, I like to be able to play the map in an actual combat test. This makes including pickups (weapons and shield) a must. In order to add those things to your map you must, once again, go to classes directory. Except this time you go to Inventory, then you can choose between pickups (pickups include all the shield and ammo) and weapons. Once you have the proper directories ready, you can go and add weapons, shield, and ammo to the places that are obvious (ex. pedestals, stands, and other warp in locations). Then you will need to test, test and do more tests to make sure that your weapons are in sensible locations. After you have seen the locations of the pickups, you can modify them, adding more, taking away some, and moving others around. Now that you are closing in on the finish of your remix you need to test, test the bot mapping, test the unity of the textures, and test the location of pickups. Now is the time when you make this map a reality, when you link it all together, the textures, pickups, bots, and everything else, you simply need to test your map and act on those results. One of the best ways to test the map is to share it with some friends and play it. With bots or without, the other player will be able to give you some good insights on what he thinks could be done to perfect your map (preferably the person should have some experience with NerfED). If you like your friends advice you should act on it, modify pickups, textures and the like. The most important thing about a map is to keep the standards high, don't go cheap, make this a good map. You will have to put a lot of time into it, but if it turns out really well, it will be worth the effort. Another important part of remixing is the use of readmes. They allow you to add any comments about the map to the people that will play it, possibly even some hints on where some secret goodies are located. After all that effort to perfect the map, you are ready to release it! Spread the word on NAB, on the forums, and on NAB News. Let people know that there is a new map. Send it to the people that host the download sites and servers. Try your best to get people interested in your map, get the publicity going. Repeat the address to download it a bunch of times, and tell everyone you know about it. That is the best way that I know to make sure that your map was worth the effort. Hopefully after reading this essay you now have a good grip on what it takes to remix a map from UT99 to Nerf ArenaBlast. I look forward to the possibility of playing your maps someday. Have fun and happy remixing. - Grant (G-MO) Williams |
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