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Tutorial: how to make a working Singleplayer map

PostPosted: 23 Jun 2013, 20:03
by greaserpirate
Step 1: Download singleplayer.cfg and put it in your "game" folder (or copy these vars):

singleplayer.cfg
(122 Bytes) Downloaded 412 times


{l Code}: {l Select All Code}
enemylimit 2147483646
enemyspawndelay 0
enemyspawndistmax 1000000.0
enemyspawntime 2147483646
trialghost 0
trialweapon 1


Step 2: Find or create a singleplayer map, or download this old one I made:

testspmap.zip
It's not that good-looking and kind of boring and chaotic, but hey, it's a working singleplayer map! More may follow if this catches on...
(1.14 MiB) Downloaded 430 times


Step 3: Start an onslaught-timetrial on that map, making sure to turn the "classic" mutator off", and then type /exec game/singleplayer.cfg

Step 4: have fun fragging!
(In addition to using this offline, you can play alongside or against other players if you're on an open server)

Step 5: make your own singleplayer maps and upload them! :)

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 26 Jun 2013, 13:54
by Unnamed
it works :D

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 26 Jun 2013, 14:48
by Jamestonjes
Thank you, now I will atempt to make a massive space ship map where you need to get to the escape pods, texturing is gonna be a pain in the ass :P
I just realised itd be better to make a few smaller ones

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 26 Jun 2013, 15:09
by Julius
Hmm... in RE's older brother Bloodfrontier... wasn't there a sort of COOP shoot all zombies mode? Not that I necessarily think it fits well to RE's gameplay, but I guess the code should be still somewhere in it...

Edit: Hmm as an idea... maybe it could be combined with a race mode? e.g. you are a armed messenger in a futuristic city that needs to get a package from point A to point B as quickly as possible while fending off those persky floating police drones that are patrolling the city. Could be COOP also, a great showcase for the parcour movement and replayability would be relatively high as one could always try to become faster. Could even be combined with a nice online score feature and a race like ghost mode where you can try and beat the current champion.

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 26 Jun 2013, 15:25
by Sniper-Goth
Just don't try to do this in the good old AlphaCampaign map from 1.2..... it will be a LAG FEST.

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 26 Jun 2013, 19:31
by Unnamed
I upload the sp map I started creating some time ago. I haven't done much so there are just few floors.
I tried to write /exec game/singleplayer.cfg to the cfg file of the map and it works, so you don't have to write it every time.
Start an onslaught-timetrial or onslaught-gauntlet (in this case grenades/mines/rockets spawn).

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 27 Jun 2013, 03:46
by greaserpirate
Unnamed {l Wrote}:I upload the sp map I started creating some time ago. I haven't done much so there are just few floors.
I tried to write /exec game/singleplayer.cfg to the cfg file of the map and it works, so you don't have to write it every time.
Start an onslaught-timetrial or onslaught-gauntlet (in this case grenades/mines/rockets spawn).


Damn, you are a mapping machine :shock:

The map looks and plays great! Destroying the SMG turrets is really challenging, but in the end it feels so satisfying. :twisted: The mine-laying drones were also a nice touch, they created their own sort of obstacle course in the corridors.

Screenshot (from editmode):
uns01.png
Good cover here.


By the way, I found out that if you play the map in gauntlet-onslaught, players can pick up weapons. You can play a full-fledged SP match by adding the commands "gauntletweapon 1" and "botbalance 0" to the .cfg, and chainging the playerstarts to team alpha. (If you really want to spice things up, set /botbalance to a nonzero number and add Omega playerstarts somewhere. Team Omega is friends with the grunts in Onslaught mode, so if you want, you could have players and bots on Omega trying to stop the heroes of the SP mission.)


Julius {l Wrote}:Hmm... in RE's older brother Bloodfrontier... wasn't there a sort of COOP shoot all zombies mode? Not that I necessarily think it fits well to RE's gameplay, but I guess the code should be still somewhere in it...

Edit: Hmm as an idea... maybe it could be combined with a race mode? e.g. you are a armed messenger in a futuristic city that needs to get a package from point A to point B as quickly as possible while fending off those persky floating police drones that are patrolling the city. Could be COOP also, a great showcase for the parcour movement and replayability would be relatively high as one could always try to become faster. Could even be combined with a nice online score feature and a race like ghost mode where you can try and beat the current champion.


If you can get a server running that plays time-trial-onslaught (or gauntlet-onslaught-classic) with the singleplayer vars, you can play co-op singleplayer. I'm not too good with servers, but I'll try to get one that does this.

You can also make a "race mode" variant where enemies respawn by chaning the /enemyspawntime variable.

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 27 Jun 2013, 19:23
by Unnamed
I didn't knew omega plays together with grunts in onslaught-gauntlet. That could be interesting :D
I added a room where omega spawns with few weapons and some ways out to different postitions of the map.
Well, now I don't have much time.

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 02 Jul 2013, 18:52
by Julius
Julius {l Wrote}:Edit: Hmm as an idea... maybe it could be combined with a race mode? e.g. you are a armed messenger in a futuristic city that needs to get a package from point A to point B as quickly as possible while fending off those persky floating police drones that are patrolling the city. Could be COOP also, a great showcase for the parcour movement and replayability would be relatively high as one could always try to become faster. Could even be combined with a nice online score feature and a race like ghost mode where you can try and beat the current champion.


This: http://www.blendswap.com/blends/view/68978 would make for a pretty awesome CPU controlled enemy in RE in the above game mode proposal (but it's obviously not game ready at all).

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 04 Jul 2013, 13:50
by cdxbow
I was so excited to see all this interest in SP that I took the fusion cutter to that rather big model Julius showed us and trimmed it from 1.2 million polys down to a bit under 3000, see pic
drone.jpg

There is a an obj and ms3d format of the file here:
oblivion_drone_3000_poly.zip
(321.88 KiB) Downloaded 434 times

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 04 Jul 2013, 16:17
by Julius
Cool, do you think the original would be ok for baking the textures?

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 04 Jul 2013, 22:00
by quintux_v
Um, guys... that Oblivion Drone is "fan art" according to blendswap, so I don't think you could use it. Maybe. Someone else wanna check that out?

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 05 Jul 2013, 01:00
by cdxbow
Good exercise for me. Never had reason to take a 1.2 million poly blend, import it into Max, cull so many polys and still retain the models integrity. Useful. Took about an hour of my time, but a lot more of Max's.

Added: Julius, I would have thought you would be better to do any texture work with the low poly models

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 08 Jul 2013, 01:35
by qreeves
I suppose the question ends up being, what do we really want “singleplayer" to be? Should it really be made for one player (and thus only offline) or is this something we would rather aim at playing with others (and thus either competitively or cooperatively). Both have their merits, but each distinctive design philosophies.

Gauntlet is my step in the latter direction, aiming for a way to provide this sort gameplay of in a multiplayer setting. Perhaps moving it from "team vs team" to “one vs many" (rotating as you would in duel/survivor), like the "messenger" suggestion, could fix the inherent balance issues present in this mode. Thinking out loud mostly so I can collect a sample of reaction ideas.

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 08 Jul 2013, 09:57
by TheLastProject
qreeves {l Wrote}:I suppose the question ends up being, what do we really want “singleplayer" to be? Should it really be made for one player (and thus only offline) or is this something we would rather aim at playing with others (and thus either competitively or cooperatively). Both have their merits, but each distinctive design philosophies.

Gauntlet is my step in the latter direction, aiming for a way to provide this sort gameplay of in a multiplayer setting. Perhaps moving it from "team vs team" to “one vs many" (rotating as you would in duel/survivor), like the "messenger" suggestion, could fix the inherent balance issues present in this mode. Thinking out loud mostly so I can collect a sample of reaction ideas.

Personally, this "one vs. many" sounds interesting, but I'm worried about balance issues it would bring, assuming gauntlet would stay like gauntlet. After all, going through the whole map with that many enemies is going to be hard as hell.

Personally, whenever I think about "one vs many" I think back of S4 League's "Chaser" Mode (which I'm sure is not unique, but which I liked nonetheless), in which one player gets a pretty sick boost (slight damage and speed boost, huge defence boost) who has to kill all the other players within a set time limit (depending on the amount of enemies) and loses if they don't manage to or end up dying themselves.

The thing is, this isn't very singleplayer-ish at all, although I would personally prefer anything which you can also play online. I guess something wave-based would be cool? I honestly have no clue. The bottom line: A singleplayer mode which you can really only play by yourself offline doesn't seem like a worthwhile addition to Red Eclipse to me. I personally think it should also be playable online with a few friends, which is the most fun way of playing online games anyway.

Re: Tutorial: how to make a working Singleplayer map

PostPosted: 08 Jul 2013, 16:48
by TristamK
eh. Ppls start mind about singleplayer just now ?
You can look on map that created for Progress server (re v1.3) (4-5 mouths ago). This a remake of e1m1 from Doom 1 (originally created for sauer)
Some Variables :
{l Code}: {l Select All Code}
botlimit 0
timelimit 10
botskillmin 50
botskillmax 75
enemyskillmin 50
enemyskillmax 75
modelockfilter 64
mutslockfilter 512
trialmaps $trialmaps
defaultmuts 512
trialstyle 2
teamdamage 0

Idk work it now or not o_0
P.S. Since map created for different variables and more then for 1 player i suggest use here /spawnhealth 500 .
I can fix this map if someone want it.