From 7899e4a7cabd79dd6bd7fdc6b3aa477503cf5d8c Mon Sep 17 00:00:00 2001 From: s20 Date: Tue, 4 Jun 2024 18:18:29 +0530 Subject: [PATCH] Update build for 17b3823 --- api-object-digest.json | 1 + commonly-used-itemstrings-list.html | 4 +- config.json | 2 +- making-a-map-for-capture-the-flag.html | 54 ++++++++++++------------- map-tester-s-checklist.html | 4 +- starter-topic.html | 4 +- testing-a-map-for-capture-the-flag.html | 14 +++---- the-map-maker-s-handbook.html | 4 +- the-map-tester-s-handbook.html | 4 +- troubleshooting.html | 4 +- 10 files changed, 48 insertions(+), 47 deletions(-) create mode 100644 api-object-digest.json diff --git a/api-object-digest.json b/api-object-digest.json new file mode 100644 index 0000000..9e26dfe --- /dev/null +++ b/api-object-digest.json @@ -0,0 +1 @@ +{} \ No newline at end of file diff --git a/commonly-used-itemstrings-list.html b/commonly-used-itemstrings-list.html index 890da21..de3f398 100644 --- a/commonly-used-itemstrings-list.html +++ b/commonly-used-itemstrings-list.html @@ -1,5 +1,5 @@ -Commonly Used Itemstrings List | CTF Handbooks

CTF Handbooks 1.0 Help

Commonly Used Itemstrings List

In CTF, there are indestructible variants of almost all Minetest game nodes. Commonly used indestructible barriers/nodes:

Node Name

Itemstring

Indestructible Barrier Glass

ctf_map:ind_glass

Indestructible Red Barrier Glass

ctf_map:ind_glass_red

Indestructible Red Barrier Stone

ctf_map:ind_stone_red

Indestructible Lava Barrier Stone

ctf_map:ind_lava

Indestructible Water Barrier Glass

ctf_map:ind_water

Indestructible Stone

ctf_map:stone

To see the itemstring of a node when hovering over it inside your inventory, you can go to settings, search for "append", and enable Append item name.

image
Last modified: 09 April 2024
\ No newline at end of file +}

CTF Handbooks 1.0 Help

Commonly Used Itemstrings List

In CTF, there are indestructible variants of almost all Minetest game nodes. Commonly used indestructible barriers/nodes:

Node Name

Itemstring

Indestructible Barrier Glass

ctf_map:ind_glass

Indestructible Red Barrier Glass

ctf_map:ind_glass_red

Indestructible Red Barrier Stone

ctf_map:ind_stone_red

Indestructible Lava Barrier Stone

ctf_map:ind_lava

Indestructible Water Barrier Glass

ctf_map:ind_water

Indestructible Stone

ctf_map:stone

To see the itemstring of a node when hovering over it inside your inventory, you can go to settings, search for "append", and enable Append item name.

image
Last modified: 04 June 2024
\ No newline at end of file diff --git a/config.json b/config.json index 645882b..549ed16 100644 --- a/config.json +++ b/config.json @@ -1 +1 @@ -{"productVersion":"1.0","productId":"ch","stage":"release","downloadTitle":"Get CTF Handbooks","keymaps":{},"logoUrl":"images/logo.png","searchMaxHits":75,"productName":"CTF Handbooks","footer":{"copyright":"2024 s20, GreenBlob, and all those that helped during the process","socials":{},"links":[{"title":"Header:","url":"https://github.com/MT-CTF/capturetheflag/blob/master/menu/header.png"},{"title":"CC-BY-3.0 by SuddenSFD","url":"https://github.com/SuddenSFD"},{"title":"Website source","url":"https://github.com/CTF-handbooks/ctf-handbooks.github.io"}]}} \ No newline at end of file +{"productVersion":"1.0","productWebUrl":".","productId":"ch","stage":"release","downloadTitle":"Get CTF Handbooks","keymaps":{},"logoUrl":"images/logo.png","searchMaxHits":75,"productName":"CTF Handbooks","footer":{"copyright":"2024 s20, GreenBlob, and all those that helped during the process","socials":{},"links":[{"title":"Header:","url":"https://github.com/MT-CTF/capturetheflag/blob/master/menu/header.png"},{"title":"CC-BY-3.0 by SuddenSFD","url":"https://github.com/SuddenSFD"},{"title":"Website source","url":"https://github.com/CTF-handbooks/ctf-handbooks.github.io"}]}} \ No newline at end of file diff --git a/making-a-map-for-capture-the-flag.html b/making-a-map-for-capture-the-flag.html index d82230c..82ac3c9 100644 --- a/making-a-map-for-capture-the-flag.html +++ b/making-a-map-for-capture-the-flag.html @@ -1,5 +1,5 @@ -Making a Map for Capture the Flag | CTF Handbooks

CTF Handbooks 1.0 Help

Making a Map for Capture the Flag

1. Required tools

  • Minetest version 5.7 or above. The latest stable version is always recommended.

  • Capture the Flag game for Minetest.

  • WorldEdit mod for Minetest. (optional)

2. Planning the map

  • A map shouldn't be too big or too small. The size of a map can vary depending on the terrain and structures that the map will have. With a typical map size, players should be able to reach the middle of the map with a full sprint bar before running out of sprint. A maximum of 230 x 230 blocks in surface area is recommended.

  • If you are making a map for the official CTF server, it is important to note that your map should be unique and not similar to the maps that already exist in the game.

  • The map design shouldn't give any team advantages (such as having a better position or more resources). All teams should have an equal chance of winning.

  • Using certain mods on the world the map-making takes place might cause unpredicted problems to the finished map. Switching Minetest or CTF game versions in the midst of the map-making process might also cause problems.

3. Creating the world

  • After opening Minetest, go to settings and under Capture the Flag, enable Low RAM mode. Enable this setting to prevent the game from crashing due to memory related crashes.

    enable-low-ram-mode.png
  • Return back and make sure you are in the Start Game tab. Then, select the Capture the Flag game.

    Game Icon
  • Create a new world. You can use any mapgen. If you would like to use generated terrain, you can choose the v7 or flat mapgen. If you plan on building the terrain/structures yourself, you can choose the singlenode mapgen.

    Mapgens
  • After you click Create, uncheck Enable Damage and check Creative Mode. Creative mode will enable mapedit mode.

    World Options
  • If you would like to use WorldEdit, click Select Mods, select WorldEdit, and click Enable modpack.

    Mod Setup
  • Click Save and play the world.

4. Setting up

  • Grant yourself the "ctf_map_editor" priv by running /grantme ctf_map_editor. You can also use /grantme all to grant yourself "ctf_map_editor" and all the other privs that will be useful while making a map, such as fly, noclip, fast, etc.

  • You can hit Esc on your keyboard and click Change Keys to see your controls (such as how to fly, noclip, etc.).

    Keybinds
  • Tip: Run /time 12000 and /set -n time_speed 0 if you want to disable nighttime while building the map.

5. WorldEdit basics

  • To use WorldEdit, first, you must select an area where your actions occur.

  • You can use the WorldEdit Wand tool to select your area. To select your area, you select the two opposite corners of the area. Left-click a node with the tool to make the node the first corner, and right-click to set the second.

    WorldEdit Wand Tool
  • An alternative method is to stand at the point you would like to select and run //1 in chat to set the first corner and //2 to set the second.

  • The area within will be selected.

    Visual Representation of Regions
  • Open your inventory. Under the Crafting tab, an earth icon is hidden behind the crafting options. Click it to open the WorldEdit GUI.

    Peekaboo with Earth
  • These are the tools that you can use to alter the nodes within your selected area. You can experiment with the options.

    WorldEdit GUI
  • To set the area you've selected earlier with a certain type of node, click Set Nodes, type in the name of the node you would like to set in the field, click Search or press enter, and click Set Nodes.

    Set Nodes
  • If you've selected a large area, WorldEdit might warn you in chat. Type //y in chat to continue.

    Large Area Warning

  • To replace a certain node type with another one in your selected area, select Replace Nodes. In the first field, type in the node you would like to replace; in the second field, type in the node you would like to replace with.

  • To only place nodes where there are no nodes, you can replace air with the node you want to use.

    Air

6. Removing the surrounding terrain

  • This is optional and only applies if you're using generated terrain. If you're using the singlenode mapgen, you can ignore this and continue reading from here.

  • It might be hard to place the outer barriers when the terrain outside your map area blocks your view.

  • To get rid of the extra terrain, first, select the area your map will be in with WorldEdit.

    Selected Area
  • Once you select the area, run //mtschemcreate <any name>. For example:

    +}

    CTF Handbooks 1.0 Help

    Making a Map for Capture the Flag

    1. Required tools

    • Minetest version 5.7 or above. The latest stable version is always recommended.

    • Capture the Flag game for Minetest.

    • WorldEdit mod for Minetest. (optional)

    2. Planning the map

    • A map shouldn't be too big or too small. The size of a map can vary depending on the terrain and structures that the map will have. With a typical map size, players should be able to reach the middle of the map with a full sprint bar before running out of sprint. A maximum of 230 x 230 blocks in surface area is recommended.

    • If you are making a map for the official CTF server, it is important to note that your map should be unique and not similar to the maps that already exist in the game.

    • The map design shouldn't give any team advantages (such as having a better position or more resources). All teams should have an equal chance of winning.

    • Using certain mods on the world the map-making takes place might cause unpredicted problems to the finished map. Switching Minetest or CTF game versions in the midst of the map-making process might also cause problems.

    3. Creating the world

    • After opening Minetest, go to settings and under Capture the Flag, enable Low RAM mode. Enable this setting to prevent the game from crashing due to memory related crashes.

      enable-low-ram-mode.png
    • Return back and make sure you are in the Start Game tab. Then, select the Capture the Flag game.

      Game Icon
    • Create a new world. You can use any mapgen. If you would like to use generated terrain, you can choose the v7 or flat mapgen. If you plan on building the terrain/structures yourself, you can choose the singlenode mapgen.

      Mapgens
    • After you click Create, uncheck Enable Damage and check Creative Mode. Creative mode will enable mapedit mode.

      World Options
    • If you would like to use WorldEdit, click Select Mods, select WorldEdit, and click Enable modpack.

      Mod Setup
    • Click Save and play the world.

    4. Setting up

    • Grant yourself the "ctf_map_editor" priv by running /grantme ctf_map_editor. You can also use /grantme all to grant yourself "ctf_map_editor" and all the other privs that will be useful while making a map, such as fly, noclip, fast, etc.

    • You can hit Esc on your keyboard and click Change Keys to see your controls (such as how to fly, noclip, etc.).

      Keybinds
    • Tip: Run /time 12000 and /set -n time_speed 0 if you want to disable nighttime while building the map.

    5. WorldEdit basics

    • To use WorldEdit, first, you must select an area where your actions occur.

    • You can use the WorldEdit Wand tool to select your area. To select your area, you select the two opposite corners of the area. Left-click a node with the tool to make the node the first corner, and right-click to set the second.

      WorldEdit Wand Tool
    • An alternative method is to stand at the point you would like to select and run //1 in chat to set the first corner and //2 to set the second.

    • The area within will be selected.

      Visual Representation of Regions
    • Open your inventory. Under the Crafting tab, an earth icon is hidden behind the crafting options. Click it to open the WorldEdit GUI.

      Peekaboo with Earth
    • These are the tools that you can use to alter the nodes within your selected area. You can experiment with the options.

      WorldEdit GUI
    • To set the area you've selected earlier with a certain type of node, click Set Nodes, type in the name of the node you would like to set in the field, click Search or press enter, and click Set Nodes.

      Set Nodes
    • If you've selected a large area, WorldEdit might warn you in chat. Type //y in chat to continue.

      Large Area Warning

    • To replace a certain node type with another one in your selected area, select Replace Nodes. In the first field, type in the node you would like to replace; in the second field, type in the node you would like to replace with.

    • To only place nodes where there are no nodes, you can replace air with the node you want to use.

      Air

    6. Removing the surrounding terrain

    • This is optional and only applies if you're using generated terrain. If you're using the singlenode mapgen, you can ignore this and continue reading from here.

    • It might be hard to place the outer barriers when the terrain outside your map area blocks your view.

    • To get rid of the extra terrain, first, select the area your map will be in with WorldEdit.

      Selected Area
    • Once you select the area, run //mtschemcreate <any name>. For example:

      //mtschemcreate map_terrain -
    • You can copy the exported schems to a singlenode world and place the terrain there. But to keep it simple, you can just fly up in the air and place the terrain in the sky.

    • Enable fly, fly up, and find a suitable place. Place a corner with WorldEdit by running //1 in chat. Then, run //mtschemplace <your schem name>. For example:

      +
    • You can copy the exported schems to a singlenode world and place the terrain there. But to keep it simple, you can just fly up in the air and place the terrain in the sky.

    • Enable fly, fly up, and find a suitable place. Place a corner with WorldEdit by running //1 in chat. Then, run //mtschemplace <your schem name>. For example:

      //mtschemplace map_terrain -
    • With that, your terrain should be placed there successfully. If you're unhappy with the result, you can go back down, pick another terrain, and do it again.

      Map Area

    7. Placing the barriers

    • An easy way to place the outer barriers is to run the following command and select your whole map by supplying the two coordinates as instructed in chat:

      +
    • With that, your terrain should be placed there successfully. If you're unhappy with the result, you can go back down, pick another terrain, and do it again.

      Map Area

    7. Placing the barriers

    • An easy way to place the outer barriers is to run the following command and select your whole map by supplying the two coordinates as instructed in chat:

      /ctf_barrier place_outer -
    • If you would like more customization with the outer barriers, you can use WorldEdit to place them instead:

      • To make the bottom of the map indestructible so that players can't escape, select the bottom layer of your map and replace it with any indestructible node through the WorldEdit GUI, or the command //s <node itemstring>. For example:

        +
      • If you would like more customization with the outer barriers, you can use WorldEdit to place them instead:

        • To make the bottom of the map indestructible so that players can't escape, select the bottom layer of your map and replace it with any indestructible node through the WorldEdit GUI, or the command //s <node itemstring>. For example:

          //s ctf_map:ind_stone -
        • Your outer barriers can be placed outside your map area, override the outer slice of your map, or leave parts of the map terrain/structures outside the barrier.

          Border 1
          Border 2
          Border 3
        • To place the outer barrier, select the area where the barrier will be with WorldEdit (this area should only be one node thick) and set it to Indestructible Barrier Glass (ctf_map:ind_glass) or any type of indestructible node. Many nodes have indestructible variants, which you can use. You can place it using the WorldEdit GUI, or through the command //s <node itemstring>. For example:

          +
        • Your outer barriers can be placed outside your map area, override the outer slice of your map, or leave parts of the map terrain/structures outside the barrier.

          Border 1
          Border 2
          Border 3
        • To place the outer barrier, select the area where the barrier will be with WorldEdit (this area should only be one node thick) and set it to Indestructible Barrier Glass (ctf_map:ind_glass) or any type of indestructible node. Many nodes have indestructible variants, which you can use. You can place it using the WorldEdit GUI, or through the command //s <node itemstring>. For example:

          //s ctf_map:ind_glass -

          This method will penetrate the terrain/structures if you have some within your selected area.

          Borders Destroy
        • To replace the terrain with a type of indestructible node and everything that is not terrain with the barrier glass like the image below, you can replace-inverse air with your indestructible node and then replace air with Indestructible Barrier Glass.

          Mixed Barrier
        • To do that, select the area where the barrier will be with WorldEdit and replace-inverse air with your indestructible node through the WorldEdit GUI or using //ri air <node itemstring>. For example:

          +

          This method will penetrate the terrain/structures if you have some within your selected area.

          Borders Destroy
        • To replace the terrain with a type of indestructible node and everything that is not terrain with the barrier glass like the image below, you can replace-inverse air with your indestructible node and then replace air with Indestructible Barrier Glass.

          Mixed Barrier
        • To do that, select the area where the barrier will be with WorldEdit and replace-inverse air with your indestructible node through the WorldEdit GUI or using //ri air <node itemstring>. For example:

          //ri air ctf_map:ind_stone -
        • Then, without selecting a new area, replace air with Indestructible Barrier Glass using the WorldEdit GUI, or through the command:

          +
        • Then, without selecting a new area, replace air with Indestructible Barrier Glass using the WorldEdit GUI, or through the command:

          //r air ctf_map:ind_glass -
        • After finishing your first barrier wall, proceed to build the other 3 sides of the barrier.

        • You can also make a roof using any type of indestructible node such as Indestructible Barrier Glass, but if you set your map area correctly later on, players shouldn't be able to escape through the roof. So, you do not necessarily need to add a roof.

    8. Building the map

    • If you are using the singlenode mapgen, because of the world being filled with "Artificial Ignore" (ctf_map:ignore), players will not be able to move around without noclip.

    • "Artificial Ignore" is a type of invisible, un-diggable, and un-pointable (you cannot select it) block. You have to set the area you want players to move in with air using WorldEdit. So, to make a map in the singlenode mapgen, you will need to enable noclip, and set the area you require for map making to air, and run:

      +
    • After finishing your first barrier wall, proceed to build the other 3 sides of the barrier.

    • You can also make a roof using any type of indestructible node such as Indestructible Barrier Glass, but if you set your map area correctly later on, players shouldn't be able to escape through the roof. So, you do not necessarily need to add a roof.

8. Building the map

  • If you are using the singlenode mapgen, because of the world being filled with "Artificial Ignore" (ctf_map:ignore), players will not be able to move around without noclip.

  • "Artificial Ignore" is a type of invisible, un-diggable, and un-pointable (you cannot select it) block. You have to set the area you want players to move in with air using WorldEdit. So, to make a map in the singlenode mapgen, you will need to enable noclip, and set the area you require for map making to air, and run:

    //s air -
  • When building your map, you can add any structure you want. Many blocks have indestructible variants, which you can use for builds you don't want players to destroy (use the admin pickaxe to break indestructible blocks).

    Indestructible Variants
  • You should also add the following:

    • Indestructible blocks under the position of the flag (the flag will be added later). The minimum surface area for this indestructible platform is 5x5 blocks (the flag should be in the middle).

    • Team chests for each team. You can find them as a node in the inventory.

      Team Chest
    • Optional: ores (such as iron, diamond, or mese ores). The number of ores for each team should be about the same to ensure that no team has an advantage (please note that mapgens such as v7 and flat come with ores).

9. Building the build-time barrier

  • Your build-time barrier should be in the middle of the map. It is fine if it can't be precisely in the middle.

  • To place the build-time barriers, run the following command in chat and select the area where your build-time barrier wall will be by supplying the two coordinates as instructed in chat (you can include terrain/structures in the selection too; don't worry they won't be replaced):

    +
  • When building your map, you can add any structure you want. Many blocks have indestructible variants, which you can use for builds you don't want players to destroy (use the admin pickaxe to break indestructible blocks).

    Indestructible Variants
  • You should also add the following:

    • Indestructible blocks under the position of the flag (the flag will be added later). The minimum surface area for this indestructible platform is 5x5 blocks (the flag should be in the middle).

    • Team chests for each team. You can find them as a node in the inventory.

      Team Chest
    • Optional: ores (such as iron, diamond, or mese ores). The number of ores for each team should be about the same to ensure that no team has an advantage (please note that mapgens such as v7 and flat come with ores).

9. Building the build-time barrier

  • Your build-time barrier should be in the middle of the map. It is fine if it can't be precisely in the middle.

  • To place the build-time barriers, run the following command in chat and select the area where your build-time barrier wall will be by supplying the two coordinates as instructed in chat (you can include terrain/structures in the selection too; don't worry they won't be replaced):

    /ctf_barrier place_buildtime -
  • The above will replace certain nodes with the corresponding build-time barrier, creating a build-time wall. To remove a build-time wall or any part of it, run the following command in chat and supply the coordinates:

    +
  • The above will replace certain nodes with the corresponding build-time barrier, creating a build-time wall. To remove a build-time wall or any part of it, run the following command in chat and supply the coordinates:

    /ctf_barrier remove_buildtime -
  • To place the build-time barrier wall with WorldEdit, you can do the following:

    • The Indestructible Red Barrier Glass will disappear once build-time is over, so your build-time wall should not replace any part of the map terrain/structures. To do this, select the area where the build-time barrier wall will be with WorldEdit (you can include terrain/structures in the selection too; don't worry they won't be replaced), and run:

      +
    • To place the build-time barrier wall with WorldEdit, you can do the following:

      • The Indestructible Red Barrier Glass will disappear once build-time is over, so your build-time wall should not replace any part of the map terrain/structures. To do this, select the area where the build-time barrier wall will be with WorldEdit (you can include terrain/structures in the selection too; don't worry they won't be replaced), and run:

        //r air ctf_map:ind_glass_red -
      • If there are stone nodes within the barrier wall, you can replace them with Indestructible Red Barrier Stone, which will turn into normal stone once the match starts. To do this, maintain the same selected area as before and run:

        +
      • If there are stone nodes within the barrier wall, you can replace them with Indestructible Red Barrier Stone, which will turn into normal stone once the match starts. To do this, maintain the same selected area as before and run:

        //r default:stone ctf_map:ind_stone_red -
      • If there is water within the barrier wall, you can replace it with Indestructible Water Barrier Glass, which will turn into water once the match starts. To do this, maintain the same selected area as before and run:

        +
      • If there is water within the barrier wall, you can replace it with Indestructible Water Barrier Glass, which will turn into water once the match starts. To do this, maintain the same selected area as before and run:

        //r default:water_source ctf_map:ind_water -
      • If there is lava within the barrier wall, you can replace it with Indestructible Lava Barrier Stone, which will turn into lava once the match starts. To do this, maintain the same selected area as before and run:

        +
      • If there is lava within the barrier wall, you can replace it with Indestructible Lava Barrier Stone, which will turn into lava once the match starts. To do this, maintain the same selected area as before and run:

        //r default:lava_source ctf_map:ind_lava -
    • If there are still breakable nodes within the barrier wall, you can leave them there, because if you set your team-zones correctly later on, players should be teleported back to base if they cross the barrier wall.

10. Selecting the map area

  • After you finished building your map, run the following command in chat:

    +
  • If there are still breakable nodes within the barrier wall, you can leave them there, because if you set your team-zones correctly later on, players should be teleported back to base if they cross the barrier wall.

  • 10. Selecting the map area

    • After you finished building your map, run the following command in chat:

      /ctf_map editor -
    • Click Create New Map.

      Map Editor
    • Follow the instructions given to you in chat and select the area your map is in, just like how you would select the area with WorldEdit. You can either punch a node to select or stand where you want to select and run the following command:

      +
    • Click Create New Map.

      Map Editor
    • Follow the instructions given to you in chat and select the area your map is in, just like how you would select the area with WorldEdit. You can either punch a node to select or stand where you want to select and run the following command:

      /ctf_map here -
      /ctf_map here

      Make sure you selected your entire map and that you did not select any extra space. If you have decided to leave some terrain/structures outside your outer glass barrier, include them too.

    11. Exporting the map

    • After selecting your map area, run /ctf_map editor in chat again. This will open the Map Editor.

    • Check Map Enabled unless you don't want to make the map available for play. If you are making the map for the official server, you will check this.

      Map Enabled
    • In the license field, add the license of your map. Every map must have a license. The official CTF server will only accept free culture licenses like CC BY-SA 4.0. Please note that some CC licenses, such as CC BY-ND are not free. You can find a list of CC licenses here.

      License

      From the ctf_map README:

    • In the Folder Name field, type in the name you want the map folder to be. For example, if your map name is "My Map", it is recommended for you to name the folder my_map.

      Folder Name
    • Give players a hint about your map in the Map Hint field, such as where the treasures/ores are.

      Map Hint
    • Use Other Info for additional information about the map. You can leave this empty.

      Other Info
    • In the Map Name field, type in the name of your map. For example, "My Map".

      Map Name
    • In the Map Author(s) field, type in the name(s) of the author(s) of your map.

      Author(s)
    • From the ctf_map README:

      +
      /ctf_map here

      Make sure you selected your entire map and that you did not select any extra space. If you have decided to leave some terrain/structures outside your outer glass barrier, include them too.

    11. Exporting the map

    • After selecting your map area, run /ctf_map editor in chat again. This will open the Map Editor.

    • Check Map Enabled unless you don't want to make the map available for play. If you are making the map for the official server, you will check this.

      Map Enabled
    • In the license field, add the license of your map. Every map must have a license. The official CTF server will only accept free culture licenses like CC BY-SA 4.0. Please note that some CC licenses, such as CC BY-ND are not free. You can find a list of CC licenses here.

      License

      From the ctf_map README:

    • In the Folder Name field, type in the name you want the map folder to be. For example, if your map name is "My Map", it is recommended for you to name the folder my_map.

      Folder Name
    • Give players a hint about your map in the Map Hint field, such as where the treasures/ores are.

      Map Hint
    • Use Other Info for additional information about the map. You can leave this empty.

      Other Info
    • In the Map Name field, type in the name of your map. For example, "My Map".

      Map Name
    • In the Map Author(s) field, type in the name(s) of the author(s) of your map.

      Author(s)
    • From the ctf_map README:

      default:pick_stone,default:cobble 30,default:torch 5,ctf_ranged:pistol_loaded -
      Initial stuff
    • Map Treasures is optional. You can leave this field untouched. From the ctf_map README:

    • Map Treasures is optional. You can leave this field untouched. From the ctf_map README:

    • The Skybox is an image of a sky that will replace the default Minetest sky when players play your map. You can leave this as none to use the default Minetest sky or select one of the skyboxes. You can also add custom skyboxes. (WIP)

      Skyboxes
    • In Map Modes, you can select the modes that will be enabled for your map. By default, all modes are enabled. To disable/enable a mode, double click it. Disabled modes are in the Available Modes box.

      Map Modes
    • Map Constants (from the ctf_map README):

    • Below the map constants, you will see a list of the different teams with a checkbox next to them. Use the checkbox to enable the teams that exist in your map.

      Teams

      Next, click the Set Flag Pos button below your first enabled team and punch the node where that team's flag will be on. This will place the flag on top of that node.

      Then, click the Zone Bounds button below the Set Flag Pos button and select the team's team-zone. A team-zone is the area where the team's players interact within during build-time before the build-time barriers drop. During build-time, players who leave the team-zone will be teleported back to base. Even standing on the edge of the team-zone will teleport the player back to base, so make sure to include the barriers within your team-zone too, or players will get teleported back to base if they touch the barriers during build-time!

      image image

      The Look position is the direction the players will look when they spawn at base. You can leave this by default (default is: auto).

      Repeat the same process for every enabled team.

    • To add treasure chests to your map, click the Add Chest Zone button to add a chest-zone. A chest-zone is an area where the treasure chests will spawn randomly. You can add multiple chest zones. Click on the Chest Zone - (0,0,0) - (0,0,0) button for each chest zone to select each chest zone's area. You can only add one chest zone and have it cover the whole map, or you can add several different chest zones. You can edit the number of chests that will spawn randomly in each chest-zone.

      Chest-zone

      You can click the X button to remove a chest zone. Make sure each team gets around the same number of chests on their side!

    • Once you finish configuring the map, click the Finish Editing button at the very bottom to finish.

      Finish Editing

    12. Testing the map

    • You can find your exported map folder within [Minetest folder]/worlds/[Map World]/schems/.

    • To test your map, copy that folder into [Minetest folder]/games/capturetheflag/mods/ctf/ctf_map/maps. You can go to your Minetest folder and paste the following into your file manager's search/directory to navigate there quickly:

      +
      Map Treasures
    • The Skybox is an image of a sky that will replace the default Minetest sky when players play your map. You can leave this as none to use the default Minetest sky or select one of the skyboxes. You can also add custom skyboxes. (WIP)

      Skyboxes
    • In Map Modes, you can select the modes that will be enabled for your map. By default, all modes are enabled. To disable/enable a mode, double click it. Disabled modes are in the Available Modes box.

      Map Modes
    • Map Constants (from the ctf_map README):

    • Below the map constants, you will see a list of the different teams with a checkbox next to them. Use the checkbox to enable the teams that exist in your map.

      Teams

      Next, click the Set Flag Pos button below your first enabled team and punch the node where that team's flag will be on. This will place the flag on top of that node.

      Then, click the Zone Bounds button below the Set Flag Pos button and select the team's team-zone. A team-zone is the area where the team's players interact within during build-time before the build-time barriers drop. During build-time, players who leave the team-zone will be teleported back to base. Even standing on the edge of the team-zone will teleport the player back to base, so make sure to include the barriers within your team-zone too, or players will get teleported back to base if they touch the barriers during build-time!

      image image

      The Look position is the direction the players will look when they spawn at base. You can leave this by default (default is: auto).

      Repeat the same process for every enabled team.

    • To add treasure chests to your map, click the Add Chest Zone button to add a chest-zone. A chest-zone is an area where the treasure chests will spawn randomly. You can add multiple chest zones. Click on the Chest Zone - (0,0,0) - (0,0,0) button for each chest zone to select each chest zone's area. You can only add one chest zone and have it cover the whole map, or you can add several different chest zones. You can edit the number of chests that will spawn randomly in each chest-zone.

      Chest-zone

      You can click the X button to remove a chest zone. Make sure each team gets around the same number of chests on their side!

    • Once you finish configuring the map, click the Finish Editing button at the very bottom to finish.

      Finish Editing

    12. Testing the map

    • You can find your exported map folder within [Minetest folder]/worlds/[Map World]/schems/.

    • To test your map, copy that folder into [Minetest folder]/games/capturetheflag/mods/ctf/ctf_map/maps. You can go to your Minetest folder and paste the following into your file manager's search/directory to navigate there quickly:

      /games/capturetheflag/mods/ctf/ctf_map/maps -
    • Create a new world in the Capture the Flag game with the singlenode mapgen.

      World Generation
    • Disable Creative Mode, and play the game.

      World Options
    • Grant yourself the ctf_admin priv (required to run upcoming commands) by running the following command:

      +
    • Create a new world in the Capture the Flag game with the singlenode mapgen.

      World Generation
    • Disable Creative Mode, and play the game.

      World Options
    • Grant yourself the ctf_admin priv (required to run upcoming commands) by running the following command:

      /grantme ctf_admin -
    • To skip to your map, you can run the command /ctf_next -f <map_name> or run the command /maps. Once you run the /maps command, you will be in the "Map catalog" menu. Find your map in the list, select it, and press the Skip to map button.

      Map catalog
    • To skip build-time, you can run the following command:

      +
    • To skip to your map, you can run the command /ctf_next -f <map_name> or run the command /maps. Once you run the /maps command, you will be in the "Map catalog" menu. Find your map in the list, select it, and press the Skip to map button.

      Map catalog
    • To skip build-time, you can run the following command:

      /ctf_start -
    • To set yourself to the other team, run:

      +
    • To set yourself to the other team, run:

      /grantme ctf_team_admin -

      Then:

      +

      Then:

      /ctf_teams set singleplayer <team color> -

      For example:

      +

      For example:

      /ctf_teams set singleplayer blue -

    13. Screenshot

    From the ctf_map README:

    To crop your screenshot, you can use this website.

    14. Submission

    • Now that you have finished making your map, you can submit it to the official CTF server. You can learn more about submission here.

    Last modified: 09 April 2024
    \ No newline at end of file +

    13. Screenshot

    From the ctf_map README:

    To crop your screenshot, you can use this website.

    14. Submission

    Last modified: 04 June 2024
    \ No newline at end of file diff --git a/map-tester-s-checklist.html b/map-tester-s-checklist.html index c82443c..95fa305 100644 --- a/map-tester-s-checklist.html +++ b/map-tester-s-checklist.html @@ -1,5 +1,5 @@ -Map Tester's Checklist | CTF Handbooks

    CTF Handbooks 1.0 Help

    Map Tester's Checklist

    PR files

    Map

    Basics

    • No errors

    • Area under flag is indestructible with an area of at least 5x5 blocks.

    • The bases have their own team chests.

    • Map is inescapable - walls and floor should be made of indestructible nodes.

    • Proper build-time barriers

    • Functional treasure chests

    • Flags can be captured without issues

    • Map is free of other general "bugs"

    Mechanics:

    • Both teams have an equal chance of winning; base positions, balance of terrain, ore count, and so on.

    • Creativity, uniqueness, and last but not least, your opinion and suggestions!

    Last modified: 09 April 2024
    \ No newline at end of file +}

    CTF Handbooks 1.0 Help

    Map Tester's Checklist

    PR files

    Map

    Basics

    • No errors

    • Area under flag is indestructible with an area of at least 5x5 blocks.

    • The bases have their own team chests.

    • Map is inescapable - walls and floor should be made of indestructible nodes.

    • Proper build-time barriers

    • Functional treasure chests

    • Flags can be captured without issues

    • Map is free of other general "bugs"

    Mechanics:

    • Both teams have an equal chance of winning; base positions, balance of terrain, ore count, and so on.

    • Creativity, uniqueness, and last but not least, your opinion and suggestions!

    Last modified: 04 June 2024
    \ No newline at end of file diff --git a/starter-topic.html b/starter-topic.html index 10ea59b..421b9b1 100644 --- a/starter-topic.html +++ b/starter-topic.html @@ -1,5 +1,5 @@ -Welcome to CTF Handbooks! 👋 | CTF Handbooks

    CTF Handbooks 1.0 Help

    Welcome to CTF Handbooks! 👋

    header

    Support: CTF Minetest Forums Topic, Discord (#maps channel)

    This GitHub pages website is a collection of handbooks for basic guidelines on a variety of tasks such as making maps and testing them for the Minetest Capture the Flag game by rubenwardy, written primarily with the main server in mind. The authors of this website and the community members gladly will welcome your efforts to bring the realm of CTF to new heights. When summed, even the smallest of steps can add up to great leaps!

    Contents

    Contributing to the Handbooks

    If you would like to contribute to the handbooks, please see the contribution guidelines.

    Last modified: 09 April 2024
    \ No newline at end of file +}

    CTF Handbooks 1.0 Help

    Welcome to CTF Handbooks! 👋

    header

    Support: CTF Minetest Forums Topic, Discord (#maps channel)

    This GitHub pages website is a collection of handbooks for basic guidelines on a variety of tasks such as making maps and testing them for the Minetest Capture the Flag game by rubenwardy, written primarily with the main server in mind. The authors of this website and the community members gladly will welcome your efforts to bring the realm of CTF to new heights. When summed, even the smallest of steps can add up to great leaps!

    Contents

    Contributing to the Handbooks

    If you would like to contribute to the handbooks, please see the contribution guidelines.

    Last modified: 04 June 2024
    \ No newline at end of file diff --git a/testing-a-map-for-capture-the-flag.html b/testing-a-map-for-capture-the-flag.html index bc57439..3f2f146 100644 --- a/testing-a-map-for-capture-the-flag.html +++ b/testing-a-map-for-capture-the-flag.html @@ -1,5 +1,5 @@ -Testing a Map for Capture the Flag | CTF Handbooks

    CTF Handbooks 1.0 Help

    Testing a Map for Capture the Flag

    Prerequisites

    1. Minetest version 5.7 or above. The latest stable version is always recommended.

    2. The Capture the Flag game. To get it,

      • Go to the Content tab in your Minetest client.

      • Click Browse Online Content

      • Search for capturetheflag (make sure that the Games category is selected)

      • Click on the + icon to install it.

    3. WorldEdit mod.

      • Download it as you did for the CTF game, but you should have Mods set as the category.

    Structure of the CTF Maps Repository

    1. Where can I find the CTF maps and those that require testing?

    All the maps on CTF are stored in a repository on GitHub, the website via which you may be reading this. As a map tester, you will review "Pull Requests" for maps. If you're unfamiliar with "Pull Requests" and GitHub in general, read along to learn more.

    2. How are the map folders structured?

    The repository contains folders for each map. For example, the “Intervention in the Ice Age” map files are in the iceage folder. The files within a map folder are:

    +}

    CTF Handbooks 1.0 Help

    Testing a Map for Capture the Flag

    Prerequisites

    1. Minetest version 5.7 or above. The latest stable version is always recommended.

    2. The Capture the Flag game. To get it,

      • Go to the Content tab in your Minetest client.

      • Click Browse Online Content

      • Search for capturetheflag (make sure that the Games category is selected)

      • Click on the + icon to install it.

    3. WorldEdit mod.

      • Download it as you did for the CTF game, but you should have Mods set as the category.

    Structure of the CTF Maps Repository

    1. Where can I find the CTF maps and those that require testing?

    All the maps on CTF are stored in a repository on GitHub, the website via which you may be reading this. As a map tester, you will review "Pull Requests" for maps. If you're unfamiliar with "Pull Requests" and GitHub in general, read along to learn more.

    2. How are the map folders structured?

    The repository contains folders for each map. For example, the “Intervention in the Ice Age” map files are in the iceage folder. The files within a map folder are:

    <map folder> ├── barriers.data ├── map.conf ├── map.mts └── screenshot.png -
    1. barriers.data: The calculated and compressed file containing the build-time barrier locations for the map. This speeds up the barrier removal (Note: barriers.data is optional and is only supported by map version 3 or above).

    2. map.conf: The configuration of various values and fields essential to the map.

    3. map.mts: The schematic file used to import the map into the game world. The "map" itself is inside this file.

    4. screenshot.png: A screenshot of the map. It should make the critical parts of the map visible, and it needs to have an aspect ratio of 3:2 (600×400px is suggested).

    GitHub and Git

    GitHub is one of the many services for managing code and other projects using the version control system - Git. For now, this handbook will only cover the primary ways of obtaining the files of the map you would like to test without any command line interface.

    Git Terminology

    Below is a list of a few terms you need to know while testing maps and using GitHub. Don't be intimidated by these; keep them in mind for future reference.

    Repository

    It is a virtual storage for projects that tracks all changes made to the project's files. In this case, the map's repository is the remote storage of the maps for CTF.

    Fork

    It is a copy of the original repository. It can be modified without affecting the original repository and then be made into a pull request if needed.

    Commit

    It is a snapshot of a project. As a verb, it means the action of saving a snapshot (you can understand this as "save" or "apply changes").

    Branch

    It refers to a separate version of the repository that initially has the same code base as the repository in which it was made. A new branch can have its own set of files and commits.

    Pull

    A pull from a repository means getting the latest source code from the repository to one's local machine.

    Push

    It means updating ("pushing") the remote repository. with commits made on a local machine.

    Pull Request (PR)

    It refers to when you make changes on the fork of the repository and request to merge those changes with the main repository. Here, those who wish to make maps first fork the maps repository, create a separate branch on that fork dedicated to adding the map, and make a pull request to the maps repository upon completion.

    Finding Map PRs

    PR button
    • You will be directed to a webpage listing PRs with their respective labels. Clicking on a particular PR will take you to it.

    • There will be a series of tabs that will help you navigate through the things related to a specific PR. (An example image is shown below.)

    Intra-PR Ribbon Example
    • You discuss the PR and post your reviews in the Conversation tab. The Commits tab lists the commit history (basically the various series of changes made to it). Similarly, the Files changed tab shows the files that have been added, removed, or modified.

    Labels on Pull Requests

    The Map PRs have labels that indicate their current development stage and give information about them. You should look for the "New Map" and "Review Required 🔍" labels, as they are the ones that need a review. There are also others, such as, "PR not created properly", "WIP 🏗️" (= Work In Progress), "Enhancement", and "Action/change needed ❕". A good example of a PR that you can test is:

    Labels Example

    Fetching PR Files for Testing

    • Go to the Pull Requests tab and select the PR you want to review.

    • Click on the blue text indicating the <pr-author>:<branch-of-their-fork>, like:

    PR Fork/Branch Example
    • After doing so, press the Download ZIP button:

    Getting the files Example
    • Extract the ZIP file.

    • From the extracted folder, select the map folder that the PR author has added. In the example PR mentioned, the folder is sewer_village.

    • After successfully identifying the new map folder, copy and paste it to <YOUR MINETEST FOLDER>/games/capturetheflag/mods/ctf/ctf_map/maps/ on your computer. You can go to your Minetest folder and paste the following into your file manager's search/directory to navigate there quickly:

    +
    1. barriers.data: The calculated and compressed file containing the build-time barrier locations for the map. This speeds up the barrier removal (Note: barriers.data is optional and is only supported by map version 3 or above).

    2. map.conf: The configuration of various values and fields essential to the map.

    3. map.mts: The schematic file used to import the map into the game world. The "map" itself is inside this file.

    4. screenshot.png: A screenshot of the map. It should make the critical parts of the map visible, and it needs to have an aspect ratio of 3:2 (600×400px is suggested).

    GitHub and Git

    GitHub is one of the many services for managing code and other projects using the version control system - Git. For now, this handbook will only cover the primary ways of obtaining the files of the map you would like to test without any command line interface.

    Git Terminology

    Below is a list of a few terms you need to know while testing maps and using GitHub. Don't be intimidated by these; keep them in mind for future reference.

    Repository

    It is a virtual storage for projects that tracks all changes made to the project's files. In this case, the map's repository is the remote storage of the maps for CTF.

    Fork

    It is a copy of the original repository. It can be modified without affecting the original repository and then be made into a pull request if needed.

    Commit

    It is a snapshot of a project. As a verb, it means the action of saving a snapshot (you can understand this as "save" or "apply changes").

    Branch

    It refers to a separate version of the repository that initially has the same code base as the repository in which it was made. A new branch can have its own set of files and commits.

    Pull

    A pull from a repository means getting the latest source code from the repository to one's local machine.

    Push

    It means updating ("pushing") the remote repository. with commits made on a local machine.

    Pull Request (PR)

    It refers to when you make changes on the fork of the repository and request to merge those changes with the main repository. Here, those who wish to make maps first fork the maps repository, create a separate branch on that fork dedicated to adding the map, and make a pull request to the maps repository upon completion.

    Finding Map PRs

    PR button
    • You will be directed to a webpage listing PRs with their respective labels. Clicking on a particular PR will take you to it.

    • There will be a series of tabs that will help you navigate through the things related to a specific PR. (An example image is shown below.)

    Intra-PR Ribbon Example
    • You discuss the PR and post your reviews in the Conversation tab. The Commits tab lists the commit history (basically the various series of changes made to it). Similarly, the Files changed tab shows the files that have been added, removed, or modified.

    Labels on Pull Requests

    The Map PRs have labels that indicate their current development stage and give information about them. You should look for the "New Map" and "Review Required 🔍" labels, as they are the ones that need a review. There are also others, such as, "PR not created properly", "WIP 🏗️" (= Work In Progress), "Enhancement", and "Action/change needed ❕". A good example of a PR that you can test is:

    Labels Example

    Fetching PR Files for Testing

    • Go to the Pull Requests tab and select the PR you want to review.

    • Click on the blue text indicating the <pr-author>:<branch-of-their-fork>, like:

    PR Fork/Branch Example
    • After doing so, press the Download ZIP button:

    Getting the files Example
    • Extract the ZIP file.

    • From the extracted folder, select the map folder that the PR author has added. In the example PR mentioned, the folder is sewer_village.

    • After successfully identifying the new map folder, copy and paste it to <YOUR MINETEST FOLDER>/games/capturetheflag/mods/ctf/ctf_map/maps/ on your computer. You can go to your Minetest folder and paste the following into your file manager's search/directory to navigate there quickly:

    /games/capturetheflag/mods/ctf/ctf_map/maps -
    • You have now retrieved the map folder!

    The Testing Begins

    1. Map config

    The configuration values and fields for the map are in the <map_folder>/map.conf file. Open it using a text editor and check if it satisfies these criteria:

    • Required fields such as game_modes, name, and author are filled.

    • The map should be enabled, or else the map cannot be played. (Look for the line enable = true)

    • The map has a license. It should be in the family of free (as in freedom) culture licenses like CC BY-SA 4.0. Note that not all Creative Commons licenses are free. E.g. CC BY-ND - these are not accepted. You can learn more about these licenses here.

    • The initial items for the map are appropriate for the map (take notes of the terrain, the ores, etc.).

    • If the map has a hint, it should be relevant for it.

    • If values of these map constants are overridden from the default, the modifications should not negatively impact gameplay. You can check for some of these before or after testing the map in-game.

    2. Making the world

    • Open your Minetest client and go to settings. Under Capture the Flag, enable Low RAM mode. Enable this setting to prevent the game from crashing due to memory related crashes.

      enable-low-ram-mode.png
    • Return back and make sure you are in the Start Game tab.

    • Click the Capture the Flag game icon:

    Game icon
    • Press New World.

    • It is vital that you ensure you are setting the world's mapgen as singlenode to play a match, like the screenshot below.

    Mapgen example
    • Finally, click Create.

    3. Playing the game

    • Select the new world that you just created.

    • Disable Creative Mode to play the game. You can turn off Enable Damage as well.

    • Enable the WorldEdit mod by pressing Select Mods and double-clicking the WorldEdit mod to enable it.

    • Then click Play Game to begin.

    4. Selecting the Map

    • Check the map.conf file's game_modes field, if the one you are voting for in-game is not included in the list, vote 0 and go to the mode the map is set for... (To be changed based on #1241).

    • Upon starting the game, you will be playing like how the server works, with a random map at first. To choose your map, run /ctf_next -f <map_folder>. In the case of the example PR, it would be /ctf_next -f sewer_village.

    • If you are playing the map in a mode not in the map's list of supported modes, you will receive a warning with the command you need to run to switch to a supported mode. E.g.:

    Unsupported Mode Warning
    • In the above example, you can do /ctf_next -f classic skies_of_land.

    The Testing Begins

    1. Map config

    The configuration values and fields for the map are in the <map_folder>/map.conf file. Open it using a text editor and check if it satisfies these criteria:

    • Required fields such as game_modes, name, and author are filled.

    • The map should be enabled, or else the map cannot be played. (Look for the line enable = true)

    • The map has a license. It should be in the family of free (as in freedom) culture licenses like CC BY-SA 4.0. Note that not all Creative Commons licenses are free. E.g. CC BY-ND - these are not accepted. You can learn more about these licenses here.

    • The initial items for the map are appropriate for the map (take notes of the terrain, the ores, etc.).

    • If the map has a hint, it should be relevant for it.

    • If values of these map constants are overridden from the default, the modifications should not negatively impact gameplay. You can check for some of these before or after testing the map in-game.

    2. Making the world

    • Open your Minetest client and go to settings. Under Capture the Flag, enable Low RAM mode. Enable this setting to prevent the game from crashing due to memory related crashes.

      enable-low-ram-mode.png
    • Return back and make sure you are in the Start Game tab.

    • Click the Capture the Flag game icon:

    Game icon
    • Press New World.

    • It is vital that you ensure you are setting the world's mapgen as singlenode to play a match, like the screenshot below.

    Mapgen example
    • Finally, click Create.

    3. Playing the game

    • Select the new world that you just created.

    • Disable Creative Mode to play the game. You can turn off Enable Damage as well.

    • Enable the WorldEdit mod by pressing Select Mods and double-clicking the WorldEdit mod to enable it.

    • Then click Play Game to begin.

    4. Selecting the Map

    • Check the map.conf file's game_modes field, if the one you are voting for in-game is not included in the list, vote 0 and go to the mode the map is set for... (To be changed based on #1241).

    • Upon starting the game, you will be playing like how the server works, with a random map at first. To choose your map, run /ctf_next -f <map_folder>. In the case of the example PR, it would be /ctf_next -f sewer_village.

    • If you are playing the map in a mode not in the map's list of supported modes, you will receive a warning with the command you need to run to switch to a supported mode. E.g.:

    Unsupported Mode Warning
    • In the above example, you can do /ctf_next -f classic skies_of_land.

    5. Map Requirements

    Basics

    • No errors appear (red text in the chat) when loading/playing the map. The error would mention what is causing the issue, so bring it to the PR author's notice accordingly.

    • Base:

      • The area under the flag (base floor) is indestructible and has a surface area of 5x5 at minimum.

      • The flag is placed in the middle of the indestructible area.

      • It has a team chest.

    • The map should be inescapable. This means map's walls and floor should be made of "Indestructible Barrier Glass" (ctf_map:ind_glass) or other indestructible blocks, or a mixture of them. The map may not have a roof while still not allowing the player to escape through it. Make sure you can't escape through the open roof!

    • It has red build-time barriers separating teams that disappear when build time is over. Check if all of these are correctly placed. Make sure no areas that need it are missing.

    • Treasure chests are functional.

    • Flags can be captured without any bugs.

    • All the team zones are to the extent of where they should be and work as intended. You can test if they function correctly by ensuring you do not get teleported back to the base during build-time while at the edges of the map's walls and the build-time barriers. It is also important to ensure you get teleported back to base if you cross the barriers (for example, by digging under the build-time barrier). You should also make sure that you do not get teleported back to base during build-time if you dig straight down to the bottom layer or build up to the roof.

    • The map is without any holes leading to the void, "misplaced" blocks/accidental inconsistencies, does not contain unsupported blocks, and so on.

    Mechanics

    • All the teams should have an equal chance of winning and be subject to the same amount of difficulty in gameplay. Things that affect those are base position, terrain balance, chests, and ore count.

    • The map should be unique and not be similar to other maps. Maps that are too plain or are very similar to existing maps such that they do not add new value have a higher chance of rejection. The map design should encourage differing gameplay and tactics, with creativity on the map maker's part.

    6. Your opinion is the key!

    What's next? It is your thoughts on the map! Is it fun to play? What do you think about it? How can its mechanics/style/idea be improved? All this matters.

    7. Posting your Review

    To post your review, go to the Conversation tab within the PR on GitHub. Write your review in the text box and press the green Comment button.

    Test away!

    Now that you have completed reading this and can test a map, you can use the Map Tester's Checklist as a summary of the process so that you never miss a step. Thank you, and enjoy your time testing map PRs for CTF!

    Last modified: 09 April 2024
    \ No newline at end of file +

    5. Map Requirements

    Basics

    • No errors appear (red text in the chat) when loading/playing the map. The error would mention what is causing the issue, so bring it to the PR author's notice accordingly.

    • Base:

      • The area under the flag (base floor) is indestructible and has a surface area of 5x5 at minimum.

      • The flag is placed in the middle of the indestructible area.

      • It has a team chest.

    • The map should be inescapable. This means map's walls and floor should be made of "Indestructible Barrier Glass" (ctf_map:ind_glass) or other indestructible blocks, or a mixture of them. The map may not have a roof while still not allowing the player to escape through it. Make sure you can't escape through the open roof!

    • It has red build-time barriers separating teams that disappear when build time is over. Check if all of these are correctly placed. Make sure no areas that need it are missing.

    • Treasure chests are functional.

    • Flags can be captured without any bugs.

    • All the team zones are to the extent of where they should be and work as intended. You can test if they function correctly by ensuring you do not get teleported back to the base during build-time while at the edges of the map's walls and the build-time barriers. It is also important to ensure you get teleported back to base if you cross the barriers (for example, by digging under the build-time barrier). You should also make sure that you do not get teleported back to base during build-time if you dig straight down to the bottom layer or build up to the roof.

    • The map is without any holes leading to the void, "misplaced" blocks/accidental inconsistencies, does not contain unsupported blocks, and so on.

    Mechanics

    • All the teams should have an equal chance of winning and be subject to the same amount of difficulty in gameplay. Things that affect those are base position, terrain balance, chests, and ore count.

    • The map should be unique and not be similar to other maps. Maps that are too plain or are very similar to existing maps such that they do not add new value have a higher chance of rejection. The map design should encourage differing gameplay and tactics, with creativity on the map maker's part.

    6. Your opinion is the key!

    What's next? It is your thoughts on the map! Is it fun to play? What do you think about it? How can its mechanics/style/idea be improved? All this matters.

    7. Posting your Review

    To post your review, go to the Conversation tab within the PR on GitHub. Write your review in the text box and press the green Comment button.

    Test away!

    Now that you have completed reading this and can test a map, you can use the Map Tester's Checklist as a summary of the process so that you never miss a step. Thank you, and enjoy your time testing map PRs for CTF!

    Last modified: 04 June 2024
    \ No newline at end of file diff --git a/the-map-maker-s-handbook.html b/the-map-maker-s-handbook.html index a2a971c..ff18890 100644 --- a/the-map-maker-s-handbook.html +++ b/the-map-maker-s-handbook.html @@ -1,5 +1,5 @@ -The Map Maker's Handbook | CTF Handbooks

    CTF Handbooks 1.0 Help

    \ No newline at end of file +}

    CTF Handbooks 1.0 Help

    \ No newline at end of file diff --git a/the-map-tester-s-handbook.html b/the-map-tester-s-handbook.html index b25f5a8..4730387 100644 --- a/the-map-tester-s-handbook.html +++ b/the-map-tester-s-handbook.html @@ -1,5 +1,5 @@ -The Map Tester's Handbook | CTF Handbooks

    CTF Handbooks 1.0 Help

    \ No newline at end of file +}

    CTF Handbooks 1.0 Help

    \ No newline at end of file diff --git a/troubleshooting.html b/troubleshooting.html index 3c148e8..f8d4128 100644 --- a/troubleshooting.html +++ b/troubleshooting.html @@ -1,5 +1,5 @@ -Troubleshooting | CTF Handbooks

    CTF Handbooks 1.0 Help

    Troubleshooting

    • Errors in the chat when testing a map; the game displays the cause of the error as red error messages in the chat. They are usually accompanied by improper functioning of the affected entities. For example, errors indicating

      • Improperly placed flags would require the flags to be removed and placed again in map edit mode.

      • Chests not being placed correctly need to have the chest zone bounds modified or the number of chests decreased.

    • The world crashes (closes) with a visible error message shown in your client. If you are running your Minetest client from the terminal, these errors will also appear there. These are rare and usually due to outdated clients.

    • Last but not least, in contrast to the previous type, the client crashes with no visible error. However, you will likely find the error messages in your terminal if you ran the client using it and the debug.txt.

    Low RAM Mode

    Low RAM Mode

    Game Freezes on Map Load

    • When testing a map, one might encounter the problem of the game freezing upon loading a map.

    • For example, after running the command /ctf_next -f <map_folder> or clicking "Skip to Map" in the maps catalog, the game freezes and nothing happens. The map will eventually load after several minutes.

    • To avoid waiting for that long, vote "1" for Classes when you join the world. After that, run the /ctf_next -f <map_folder> command or skip to your desired map through the maps catalog. Then, you will be asked to vote how many matches of Classic you would like to play. Vote "1" again. This should prevent your game from freezing.

      img.png
    Last modified: 09 April 2024
    \ No newline at end of file +}

    CTF Handbooks 1.0 Help

    Troubleshooting

    • Errors in the chat when testing a map; the game displays the cause of the error as red error messages in the chat. They are usually accompanied by improper functioning of the affected entities. For example, errors indicating

      • Improperly placed flags would require the flags to be removed and placed again in map edit mode.

      • Chests not being placed correctly need to have the chest zone bounds modified or the number of chests decreased.

    • The world crashes (closes) with a visible error message shown in your client. If you are running your Minetest client from the terminal, these errors will also appear there. These are rare and usually due to outdated clients.

    • Last but not least, in contrast to the previous type, the client crashes with no visible error. However, you will likely find the error messages in your terminal if you ran the client using it and the debug.txt.

    Low RAM Mode

    Low RAM Mode

    Game Freezes on Map Load

    • When testing a map, one might encounter the problem of the game freezing upon loading a map.

    • For example, after running the command /ctf_next -f <map_folder> or clicking "Skip to Map" in the maps catalog, the game freezes and nothing happens. The map will eventually load after several minutes.

    • To avoid waiting for that long, vote "1" for Classes when you join the world. After that, run the /ctf_next -f <map_folder> command or skip to your desired map through the maps catalog. Then, you will be asked to vote how many matches of Classic you would like to play. Vote "1" again. This should prevent your game from freezing.

      img.png
    Last modified: 04 June 2024
    \ No newline at end of file