Introduction to Movie Battles 2/Siege Mapping


So, you wish to learn how to make maps for Movie Battles 2? You have come to the right place! In the next few lessons you will learn the basics of making and coding maps to be playable in Movie Battles. Lets start with some of the basic tools you'll need.
You will need:
  • GTK Radiant, which can be downloaded at qeradiant.com. I use version 1.4 which is currently the most stable, 1.5 recently released but it has a few different features so these instructions may differ for that version.
  • A text editor, like notepad or wordpad.
  • A good sense of mind and a good temper, cause you might need it!

Ok, once you have your tools all set up, let us take a look in GTK at some of the entitys used to make maps playable for Movie Battles:
  • Trigger_Once and Trigger_Multiple. These allow for a varity of conditions to trigger something else. Common examples are when a player walks through the trigger or holds the use key inside the trigger. The trigger itself appears invisible in the game but in-editor is normally textured with the system/trigger. The trigger can be coded to only act when a certain team triggers it.
  • Siege_Objective. Appears as a purple cube in the editor. Can be told to complete an objective number, which is outlined in the .siege files (more on that later). Can also be told to complete the objective for a certain team, 1 for Rebels, and 2 for Imperials. This is a required entity for any MB2 map.
  • Info_Player_Siegeteam1,2. These red and blue cubes are for the Rebel and Imperial spawnpoints respectively. It is wise to include many of these for both sides in a map. Otherwise if the spawns overflow at the start of a round, server crashing can result. The Imperial team must stick to this especially, because the Destroyer Droid class uses two spawnpoints at the start of a round instead of one. For the average map, expect to place 16 Rebel spawns and 32 Imperial spawns. If space permits, place 32 Rebel spawns, and 64 Imperial spawns if for some odd reason a full server of 32 players all decide to go Rebels or Imperials.

Well, that cares of the in-editor parts of making the siege map. Now we come to the nitty gritty segment where we try to get the thing to work ingame! Aside from the map itself, there are a few external files we need to get the map to be playable in MB2:
  • Map .Siege file. This is what tells the game what to do in the map. All the information on the objective names, messages, team names, and timer info is entered here. This is a required file needed to make the map work.
  • Full Authentic and Semi Authentic files. These files contain all the information on the classes used in the Full Authentic and Semi Authentic modes. These are required files for the map to be playable.
  • .Arena file. This file is what makes the map show up in the listing at the main menu. Required if you want people to see your map in the menu.

Now that we know whats needed, we can start to piece together a siege map! In the next lesson we'll build a very simple map with all the required parts for siege, and don't worry, everything I have listed here I will go into full detail as they come up, don't wanna scare you off on the first day do I?
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