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hammer1
04-05-2003, 10:35 PM
Installing Custom Maps How to install custom maps

Sure, the maps that come out of the box are great, and can keep players coming back from ages, but a new map now and then gives you more of an opportunity to play these games to their fullest. Also, it breaks the monotony of knowing every fox-hole and passage in some of the more popular maps.



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1. Download the new map.

Check the links section for sites that have a good file listing, and you'll find all kinds of fun custom maps available. Most maps come in a zip archive, so you'll need a decent unzip program to unpack them.


2. Install on your PC per the map's instructions.

The zip file should contain a readme with the instructions on what to do with the files. Most maps only have one file, ending in .bsp which it will tell you to install in your /main or /base directory depending on which game you're playing.


3. Upload the files to the appropriate directory on your server.

You've probably already noticed that the directory layout and filesystem on the server is the same as the game's directory on your PC. Simply upload the map files to the appropriate directories, and make sure that your FTP program uploads them as BINARIES.


4. Update your rotate.cfg file.

Depending on how you have your rotate.cfg set up, you'll see that each map has it's own entry in the rotation, like this:


set m_rotate1 "map mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map mp_depot ; set nextmap vstr m_rotate1_6"

This Rotate cfg is from RTCW, but the same system applies to all of them.

Using the name of the new map (before the .bsp), make a new entry, like this. For example, below is a portion of a rotate.cfg with the imaginary map file mp_thefalls.bsp

set m_rotate1 "map mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map mp_depot ; set nextmap vstr m_rotate1_6"
set m_rotate 1_6 "map mp_thefalls ; set nextmap vstr m_rotate 1_7"



Q3 engine games: Installing Custom Maps

Sure, the maps that come out of the box are great, and can keep players coming back from ages, but a new map now and then gives you more of an opportunity to play these games to their fullest. Also, it breaks the monotony of knowing every fox-hole and passage in some of the more popular maps.



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


1. Download the new map.

Check the links section for sites that have a good file listing, and you'll find all kinds of fun custom maps available. Most maps come in a zip archive, so you'll need a decent unzip program to unpack them.


2. Install on your PC per the map's instructions.

The zip file should contain a readme with the instructions on what to do with the files. Most maps only have one file, ending in .bsp which it will tell you to install in your /main or /base directory depending on which game you're playing.


3. Upload the files to the appropriate directory on your server.

You've probably already noticed that the directory layout and filesystem on the server is the same as the game's directory on your PC. Simply upload the map files to the appropriate directories, and make sure that your FTP program uploads them as BINARIES.


4. Update your rotate.cfg file.

Depending on how you have your rotate.cfg set up, you'll see that each map has it's own entry in the rotation, like this:


set m_rotate1 "map mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map mp_depot ; set nextmap vstr m_rotate1_6"

This Rotate cfg is from RTCW, but the same system applies to all of them.

Using the name of the new map (before the .bsp), make a new entry, like this. For example, below is a portion of a rotate.cfg with the imaginary map file mp_thefalls.bsp

set m_rotate1 "map mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map mp_depot ; set nextmap vstr m_rotate1_6"
set m_rotate 1_6 "map mp_thefalls ; set nextmap vstr m_rotate 1_7"



HAMMER-(ham)

GaSplat
04-06-2003, 08:01 PM
Yup yup yup. Only thing the newbie admin needs to remember is MOHAA sticks its maps in different directories and you have to include that with the map name. Also, don't forget to make the last one point back to the first one. To kick the rotation off at the end of your start up, execute the first map command in the rotation by using "vstr".
For example:

// map rotation 1
set m_rotate1 "map obj/mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map dm/mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map dm/mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map obj/mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map obj/mp_depot ; set nextmap vstr m_rotate1"
// note how the last one points back to the beginning.

// time to kick things off with the first map
vstr m_rotate1

elgaucho
04-08-2003, 02:10 PM
is this actually working now in mohaas?

Here's another useful topic on the subject from the forum, explaining also how to change variables between maps:
http://www.mohadmin.com/nuke/modules.php?name=Forums&file=viewtopic&t=209&highlight=nextmap

GaSplat
04-08-2003, 09:58 PM
Need the latest official patch - it fixed the nextmap functionality. Don't use the maplist and map commands in your script when doing it this way.

This link covers this topic as well http://www.mohadmin.com/nuke/modules.php?name=Forums&file=viewtopic&t=1583&highlight=nextmap+2+15.