Difference between revisions of "Proposals/Map Definitions Options"
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Latest revision as of 13:46, 7 October 2012
Improvements to the maps definition to allow for improvements to the UI in the future. Main changes:
- Have a top-level theme definition that takes an unlimited number of children map definitions. Then the player would be able to click on a theme and after that select a particular map in that theme if there are several available for the game type they have chosen.
- Add settings for specifying map usage for campaign, skirmish and multiplayer, with gametype options for skirmish and multiplayer. (See discussion page for possible revision to this aspect)
- New parameter for map title, and layout (fixed or random)
- Support for comma-separated list of assemblies supplied to param
Example maps.ufo definition:
# /* * Theme definition on a per-RMA basis * This would be the first thing the user selects */ themedef forest { title "_Forest" description "_A sparsely populated forest region" /* * Map definition for large, single-player map using forest theme */ mapdef forest_large { map "+forest" size "large" maxaliens 15 /* * A proper title to help players select the appropriate mapdef. */ title "_Large (Random)" /* * Optional screenshot prefix so that different * mapdefs could use different screenshots. * This example would look for screenshots named: * forest_large, forest_large_1, etc. * If no screenshots are found, it should fall * back to the themedef. Same will be true for * loading shot. */ mapshots "forest_large" /* * Whether or not the assembly will result in * random map configurations or a fixed map. * Fixed should be used even in cases where the * user can change the UFO or Dropship, as long * as the rest of the map doesn't change. * Options: fixed,random */ layout random /* * Comma-separated list of assemblies supported. * Useful for fixed assembly maps like alien base * or in cases where we create a multiplayer-specific * assembly that we don't want to be used. */ param "large,large2" /* * Which game types it supports. The game will then * look in the definition for (gametype)_modes. (See * below). Campaign could be read as a special entry. */ gametypes "campaign,skirmish" /* * Skirmish game types supported. * For now there is only deathmatch but in the future * there could be things like capturing a zone, blowing * something up, survival, defend, etc. The alienrush option * should probably be an option on several game modes * rather than a separate game type. * Could be replicated for any custom gametype. */ skirmish_modes { deathmatch } /* * None of the following details need to be changed */ aircraft { } ufos { } terrains { } cultures { } populations { } } /* * Map definition for MP-map using forest theme */ mapdef forest_mp { map "+forest" size "large" maxaliens 15 mapshots "forest_mp" layout fixed param "mp" gametypes "multiplayer" /* * If there are multiple mp maps, a * unique name will help players remember * preferred assemblies. */ title "_The Black Forest" /* * Multiplayer game types supported. * The asterisk (*) or some other character could be used * to indicate that this map is ideal for this gametype. * Eventually it could be useful to be able to view recommended * maps for a gametype */ multiplayer_gametypes { 1on1 1on1on1 2on2 2on2on2 coop2 coop3 coop4 *kingofthehill1on1 kingofthehill1on1on1 kingofthehill2on2 *domination1on1 domination2on2 } } }