Jump to content

MTASA Deathmatch Maps


Ransom

Recommended Posts

Don't let the wait for deathmatch get you down, you can spend some time making a great deathmatch map! Maps such as the ones below were done with the race editor, since the deathmatch editor has only recently begun development:

http://files.mtasa.com/media/1.0/Images ... 52c5ab.png

http://files.mtasa.com/media/1.0/Images ... c910a3.jpg

http://files.mtasa.com/media/1.0/Images ... 89bbd3.jpg

http://files.mtasa.com/media/1.0/Images ... c3853e.jpg

So if you got some skills, why not start one now? Maybe we can use it before release or at worst you'd have something to play on release day. :)

Since theres different formats and elements for deathmatch, there are a number of changes that will be required for the map to suit us. This is because there are now weapon, health and armour pickups, plus spawns for both vehicles and players. I have provided a sample map you can base your map off of here:

http://files.mtasa.com/apps/1.0/dm/sample.map

Here's a quick run through of what you can have:

Object tags will remain the same as in Race:

  <object name="object (59)"> 
    <position>2738.136475 2678.235107 73.370239</position> 
    <rotation>-0.945000 0.000000 0.000000</rotation> 
    <model>971</model> 
  </object> 
  

Player spawnpoints are similar to vehicle spawnpoints in race:

  <spawnpoint name="spawnpoint 1"> 
    <position>151.831482 1362.633545 10.143716</position> 
    <skin>0</skin> 
  </spawnpoint> 
  

"skin" refers to the player model. 0 is CJ. For other skin IDs please check here: https://wiki.multitheftauto.com/wiki/Character_Skins

HP or armour pickups look like this:

  <pickup name="hp pickup 1"> 
    <position>151.831482 1385.633545 10.143716</position> 
    <type>health</type> 
    <health>25</health> 
    <respawn>1000</respawn> 
  </pickup> 
  
  <pickup name="armor pickup 2"> 
    <position>151.831482 1379.633545 10.143716</position> 
    <type>armor</type> 
    <health>25</health> 
    <respawn>1000</respawn> 
  </pickup> 
  

"type" refers to the type of pickup - go for "health" or "armor" in this case. the "health" tag refers to the amount of hp or armor points you gain from the pickup. "respawn" refers to the delay until the pickup respawns, this has changed to milliseconds.

Weapon pickups are similar to health/armor pickups:

  <pickup name="pistol"> 
    <position>151.831482 1385.633545 10.143716</position> 
    <type>weapon</type> 
    <weapon>22</weapon> 
    <ammo>7</ammo> 
    <respawn>3000</respawn> 
  </pickup> 
  

"type" should be set to "weapon". The "weapon" tag refers to the weapon ID, i.e. here it is 22 which represents Colt 45 in GTA's weapon system. "ammo" tag refers to the amount of ammo you gain from the pickup. "respawn" refers to the delay until the pickup respawns, in milliseconds. For other weapon IDs please check here: https://wiki.multitheftauto.com/wiki/Weapons

Vehicle spawn pickups are similar to spawnpoints:

  <vehicle name="vehicle 1"> 
    <position>148.384476 1390.962280 10.345938</position> 
    <rotation>0 0 0</rotation> 
    <model>468</model> 
  </vehicle> 
  

"model" refers to the vehicle model, this is the same as race.

------------------------------------

That's just about everything. We'd appreciate it a lot if all map makers would base their maps following this syntax. Note, this is not the actual syntax in deathmatch but it is an easy format for us to work with.

Well anyways, look forward to seeing if anyones up to the challenge. Good maps may be included in the map package for the deathmatch release. You may send us your deathmatch maps through http://mta-stats.com/maps/upload.php (thanks lil_toady) . Press "Browse" and select your .map file, then upload it. Check the "overwrite" box if you want to update an old map. When you are done please inform us that you have submitted a map, mentioning the filename you used to upload it.

By sending us your deathmatch map you accept the following conditions:

1. The QA/MTA team has the right to edit the map and use it in anyway we choose.

2. Should any changes be required to your map, a QA member may do it and he or she may be credited alongside you.

edit by talidan: confirmed a map syntax for mappers to use

edit2 by talidan: updated new upload details

Edited by Guest
Link to comment
  • Replies 327
  • Created
  • Last Reply

Top Posters In This Topic

Update:

I made something...but i don't really know how to continue it and I'm not sure if I like this idea myself...but anyway, I'd like some reactions/tips for this map. I'm gonna start to make another map and I'll hear from you guys, I hope. It's still pretty basic as you can see:

mtadmmapze0.th.jpg

Thanks.

Can you be a little more specific as to what you envision the gameplay will be like in this DM map, when it is done? Availability of weapons (range, ammo, frequency of respawning)? Armor/health pickups? Number of players? Where will players spawn? Respawning allowed? Significant areas to control? There are many thing that we do not know. As a basic concept for a map it looks good and it is tough to give any real constructive thoughts about it at this point.

One thing to consider is the dynamics of gameplay. How will the players react in game? Will they have multiple options (paths, strategies, etc.) available to them? Will the players benefit from cooperating (tactical alliances to defend pickups)?

These are just some thoughts. I look forward to seeing some more DM map concepts from you, Adnan, and the rest of the posters on this topic.

Link to comment
Update:

I made something...but i don't really know how to continue it and I'm not sure if I like this idea myself...but anyway, I'd like some reactions/tips for this map. I'm gonna start to make another map and I'll hear from you guys, I hope. It's still pretty basic as you can see:

mtadmmapze0.th.jpg

Thanks.

I love it, i'll def find a use for that one - even as it is

Link to comment

Thanks for giving me response. I'll show some more details this time, although I have not changed anything since the first screenshot.

Most likely this would be a map without car respawns (if I continue creating the map though, I could extend the map and include car spawns, but this isn't likely to happen). So you could think of a (sort of) Quake map.

On one side, there would be a possibility to shoot with rifles, as you can see on this screenshot.

On the other side there are two watchtowers, as you can see on this screenshot.

I think I should not make both sides rifle shooting places so I think I will create something else at one side, I'll come back later with that.

Between the two current rifling places there are paths, as you can see here

Maybe it would be nice if I'd make sort of tunnels out of that, I'm not really sure yet.

Also, the top of the piramid has a gap on top of it normally, as you can see here, but I've covered this gap with a roof, so there is place for something like an armor/health/weapon pickup.

I'm not really sure if it's fun to just run up the piramid, maybe i'll make an alternative for it too.

Finally, there's the ground as you can see here

There's a hill on the side, but I'm not really sure what to do with that yet.

Ofcourse this is still very basic, and I probably will further extend the map. Hope to hear more from you guys :) Thanks.

Link to comment

Would I be possible to make something that will allow use to get out our care only in the Map Editor or race? I can't convert the maps to IPL for two reasons.

1.) No all angles are converted correctly.

2.) The interiors aren't solid in Single Player when it is converted to map.

I really like to test my maps before I send them=/

Link to comment
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...