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Changing Map Tag

Posted: Sun Jun 14, 2009 7:52 am
by Jon!
Is it possible to make an ONS- or CTF- map into DM- just by changing the tag? I was wondering whether you would have to remove the powernodes/flags first.

Re: Changing Map Tag

Posted: Sun Jun 14, 2009 1:21 pm
by DW_Cheapshot
Good question,

Its done all the time, many of our maps started out as ons maps.

But its not as easy as tossing it on the server. I probably am not the
best one to answer this but If you look at a monster map the skilled mapper
will have to add path nodes for the monsters and player starts. Also adren and
other goodies for us to find. And dont for get the weapons lockers and load
the out as needed. If you have a candidate just let us know and one of the
mappers will look at it Im sure.

One of the most important things is look for glitching areas that are not a problem
on ons maps. When you have a translocator it changes the areas you can get to,
many not expected by the original mapper.

Re: Changing Map Tag

Posted: Sun Jun 14, 2009 4:38 pm
by DW_Ant
Cheap is right. You'll have to look into many other facets when converting gametypes to a completely different style of gameplay.

Although it's best to remove the flags, nodes, and cores so the server will not have to bother purging them, I do believe it's playable to play a dm even though you got some irrelevant actors there.

But the real concern is the difference in gameplay. ONS maps are generally too large for DM maps so most likely you'll have to cut out most of the map.

Balance of pickups and powerups are different as well. You don't have adren spawns in ONS maps, but in invasion, you do. But ONS generally over stock their maps with weapon lockers due to time intensity, but in invasion, it's recommended to scatter your weapons a bit.

Pathing is different, too. For ONS, you'll use unique navigation actors to get your bots around corners. But now for invasion, you are placing nodes for potential areas for monsters to spawn. You no longer need to place jumpspots, roadpaths, forced paths, or AI scripts, but you do need to dense up your nodes & place 100 pathnodes minimum on a MM map.

One of the biggest concerns you'll face is the freedom of travel in Invasion. You now have Flight weapons, translocators, seeker pulls, hoverboards, & desperate players that are searching for free experience. You need to make sure you sealed off all potential glitching spots.

Overall, just changing the tag DM- ONS- & CTF- only tells the game which gametype this map belongs (ie: you only see CTF maps after you select the CTF gametype in Instant Action). Just keep in mind that there are many other facets to look at whenever you are converting maps ;)


I know...I talk to much :P

Re: Changing Map Tag

Posted: Sun Jun 14, 2009 4:51 pm
by Skyline
Simple answer:
  • Hit F6 in the Editor to open up Level Properties, then go to LevelInfo and change "DefaultGameType" and "PrecacheGame" to xGame.xDeathMatch/SkaarjPack.Invasion
  • Get rid of any flags/power nodes/power cores
  • Rename map to DM-Whatever
Long answer:
  • Your paths are gonna be screwed if you just take a CTF/ONS map and do the above. Pathing for DM is too complicated to explain here, you need to do some reading up yourself on pathing. INV basically just requires a helluva lot of pathnodes.
  • There's gonna be a lot of other useless stuff as well, eg. FlyingPathNodes, VehiclePathNodes, Vehicle Spawns, Sniping Volumes etc. Some stuff is easy to work out whether to delete or not, other stuff you may need to google or read up on.
  • Gameplay: Weapons, Adren, Health, Layout... the list goes on. Generally ONS and CTF conversions to DM won't work out, but ONS/CTF to Invasion conversions are possible ;) . Again, there's too much to talk about here, since I'd basically be explaining how to make an Invasion map.
  • Remember to rebuild!!

If you're just screwing about with UT use the short answer, but if you're serious about converting a map then use the long answer as a guide, or better yet build a map from scratch yourself!

Re: Changing Map Tag

Posted: Tue Jun 16, 2009 2:43 am
by DW_BrainPan
Here's a summary of what everyone here has already said.

1. changing the "tag" (DM-, ONS-, CTF-, etc) just tells the game what menu/list to put the map in.

2. changing the "DefaultGameType" tells the game what game type "rules" to use.

3. actually editing the map (i.e. removing unnecessary actors and/or adding necessary actors) is what really makes the map into a different game type.

So as Shards said, just changing the file name and DefaultGameType is not going to get you a decent map for online play.

Re: Changing Map Tag

Posted: Tue Jun 16, 2009 9:49 am
by Jon!
well... I was thinking for offline play. With UT2004 RPG things get chaotic and I want to use maps like ONS- primeval & frostbite for it, 25-32p.

I can most definitely say I won't be able to remove and repatch the map for actors, I lack any UTED skills failing map properties. So yeah, thx guys.