Mapping/zh: Difference between revisions

From DDraceNetwork
(Created page with "每张地图上都应有时间检查点。")
Tags: mobile web edit mobile edit
(Created page with "在容易造成失败的关卡当中,应有办法让其他玩家进行救援;")
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头脑风暴环节要求地图制作者通过不凡的想象力,来制作出有创意、娱乐性高的地图实体;
头脑风暴环节要求地图制作者通过不凡的想象力,来制作出有创意、娱乐性高的地图实体;


贴图设计环节要求地图制作者为地图添加漂亮的外观,设计过程中一般要符合大众审美,且各个贴图所表示的信息应足够清晰且不会产生歧义,同时整体设计风格也要一般要符合游戏画风;
贴图设计环节要求地图制作者为地图添加漂亮的外观,设计过程中一般要符合大众审美,且各个贴图所表示的信息应足够清晰且不会产生歧义,同时整体设计风格也要一般要符合游戏画风;
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[[File:Editor 3.png|800x800px|下图为游戏自带的地图编辑器页面:]]
[[File:Editor 3.png|800x800px|下图为游戏自带的地图编辑器页面:]]


<div lang="en" dir="ltr" class="mw-content-ltr">
接下来会根据图片上的内容编号来逐一解释编辑器界面中各个按钮的用途。
Next, we will explain the purpose of each button in the editor interface one by one according to the content number on the picture.
</div>


=== [1] File ===
<span id="[1]_File"></span>
[[File:Editor file.png|right|thumb|<span lang="en" dir="ltr" class="mw-content-ltr">File drop-down menu content</span>]]
=== 1.文件(File) ===
[[File:Editor file.png|right|thumb|用来对地图文件进行新建、读取、保存等操作。]]
点击后出现的下拉菜单中:
点击后出现的下拉菜单中:
*<span lang="en" dir="ltr" class="mw-content-ltr">New {{key press|ctrl|N}}: New map file.</span>
** 新建(New){{key press|ctrl|N}}:新建地图文件;
*<span lang="en" dir="ltr" class="mw-content-ltr">Read {{key press|ctrl|I}}: reads the map file.</span>
** 读取(Load){{key press|ctrl|I}}:读取地图文件;
*<span lang="en" dir="ltr" class="mw-content-ltr">Load Current Map {{key press|ctrl|alt|I}}: If you enter the editor screen during the game or during playback, clicking this button will load the map used in the current game.</span>
** 读取当前地图(Load Current Map{{key press|ctrl|alt|I}}:若在游戏过程中或回放中进入了编辑器界面,点击此按钮会载入当前游戏所使用的地图;
*<span lang="en" dir="ltr" class="mw-content-ltr">Append {{key press|ctrl|A}}: adds all the materials in a map file to the current map.</span>
** 添加(Append){{key press|ctrl|A}}:将一个地图文件里的所有素材添加到当前地图中;
*<span lang="en" dir="ltr" class="mw-content-ltr">Save {{key press|ctrl|S}}: saves the current map.</span>
** 保存(Save){{key press|ctrl|S}}:保存当前地图;
*<span lang="en" dir="ltr" class="mw-content-ltr">Save As {{key press|ctrl|shift|S}}: saves the current map under another file name, while continuing to edit the map under that file name.</span>
** 另存为(Save As{{key press|ctrl|shift|S}}:以另一文件名保存当前地图,同时以该文件名继续编辑地图;
*<span lang="en" dir="ltr" class="mw-content-ltr">Save Copy {{key press|ctrl|shift|alt|S}}: saves the current map under another file name, but continues to edit the map under the original file name. When the map name used when saving a copy duplicates an existing file, the map will continue to be edited with that file name after completing the save.</span>
** 保存副本(Save Copy{{key press|ctrl|shift|alt|S}}:以另一文件名保存当前地图,但以原文件名继续编辑地图;
*<span lang="en" dir="ltr" class="mw-content-ltr">Exit {{key press|ctrl|shift|E}}: Exit the editor interface.</span>
** 当保存副本时所使用的地图名与现有文件重复时,完成保存后会以该文件名继续编辑地图。
** 退出(Exit):退出编辑器界面。
<div style="clear:both;"></div>
<div style="clear:both;"></div>
<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[2]_File_name"></span>
=== [2] File name ===
=== 2.文件名 ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
该区域显示当前读取的地图文件名称以及其文件保存路径;
This area displays the name of the map file currently being read and its file save path.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[3]_Editor_state_info"></span>
=== [3] Editor state info ===
=== 地图编辑器的各项属性 ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
该区域显示当前地图编辑器的各项属性:
This area displays the attributes of the current map editor.
</div>


*<span lang="en" dir="ltr" class="mw-content-ltr">X, Y: indicates the current position of the map editor where the mouse cursor is located, in grid.</span>
** X.Y:表示当前鼠标光标所处于地图编辑器的位置,单位为网格;
*<span lang="en" dir="ltr" class="mw-content-ltr">Z: indicates the scale value of the current map, which defaults to 200 when the map is loaded in the editor.</span>
** Z:表示当前地图的缩放比例值,在编辑器内载入地图时默认为200;
*<span lang="en" dir="ltr" class="mw-content-ltr">A: indicates the playback speed of the current map animation, default is 1.</span>
** A:表示当前地图动画的播放倍速,默认为1;
*<span lang="en" dir="ltr" class="mw-content-ltr">G: indicates the size of the current map grid lines, default is 1.</span>
** G:表示当前地图网格线的尺寸大小,默认为1;
*<span lang="en" dir="ltr" class="mw-content-ltr">10:18: local time.</span>
** 10:18:本地时间。


<div lang="en" dir="ltr" class="mw-content-ltr">
<span id="[4]_Exit"></span>
=== [4] Exit ===
=== 4.退出 ===
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
退出编辑器界面。快捷键{{key press|ctrl|shift|E}}
Exit the editor interface. {{key press|ctrl|shift|E}}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
=== 5.功能区 ===
=== [5] Display functions ===
从左到右依次为:
Display functions changing how the map is displayed.
</div>


*<span lang="en" dir="ltr" class="mw-content-ltr">HD (Show High Details) {{key press|ctrl|H}}: preview the appearance of the current map in high quality mode.</span>
** 展示细节(HD){{key press|ctrl|H}}:预览当前地图在高质量模式下的外观;
*<span lang="en" dir="ltr" class="mw-content-ltr">Anim (Show animation) {{key press|ctrl|M}}: previews the animation effect set by the current map.</span>
** 展示动画(Anim){{key press|ctrl|M}}:预览当前地图所设置的动画效果;
*<span lang="en" dir="ltr" class="mw-content-ltr">Proof (Show field of view boundary) {{key press|ctrl|P}}: previews the maximum field of view of the player in the default zoom level.</span>
** 展示视野边界(Proof){{key press|ctrl|P}}:预览玩家的最大视野范围;
**<span lang="en" dir="ltr" class="mw-content-ltr">blue circle: indicates the player's actual position</span>
**蓝色圆圈表示玩家的实际位置,
**<span lang="en" dir="ltr" class="mw-content-ltr">the red box line and green box line indicate the maximum range that can be observed at different resolutions</span>
**红色框线和绿色框线表示在不同分辨率下可观察到的最大范围,
**<span lang="en" dir="ltr" class="mw-content-ltr">the white box line indicates the maximum range that can be observed with dynamic view turned on.</span>
**白色框线表示在开启动态视野后可观察到的最大范围。
*<span lang="en" dir="ltr" class="mw-content-ltr">Zoom: preview what the player sees in the actual game.</span>
**展示游戏内视觉效果(Zoom):预览玩家在实际游戏当中看到的画面;
*<span lang="en" dir="ltr" class="mw-content-ltr">Grid {{key press|ctrl|G}}: turns on grid lines.</span>
** 展示网格(Grid){{key press|ctrl|G}}:开启网格线;
*<span lang="en" dir="ltr" class="mw-content-ltr">Info {{key press|ctrl|I}}: previews the details of the entity or texture, including but not limited to the ID of the entity or texture, the texture animation track, and the texture deformation.</span>
** 展示信息(Info){{key press|ctrl|I}}:预览实体或贴图的详情信息,内容包括但不限于实体或贴图所属ID、贴图动画轨迹、贴图变形情况;
*<span lang="en" dir="ltr" class="mw-content-ltr">(Unused) {{key press|ctrl|U}}: allows placement of unused mappings in the map, a feature not commonly used in modern maps anymore.</span>
** 放置不可用贴图(Unused){{key press|ctrl|U}}:允许在地图中放置不可用的贴图,现代地图中已不常用该功能;
*<span lang="en" dir="ltr" class="mw-content-ltr">Color: previews the color set by the current brush, after closing the brush will show the original color match, but does not affect the color set by the placed mapping.</span>
** 展示颜色(Color):预览当前笔刷所设定的颜色,关闭后笔刷将显示原配色,但不影响放置后贴图所设定的颜色;
*<span lang="en" dir="ltr" class="mw-content-ltr">Entities: select the category of entity layer that needs to be used for the current map. Depending on the game mode applied to the map, the entity layer selected in the editor should also be different.</span>
** 实体层选择(Entitles):选择当前地图需要使用的实体层类别,根据地图所应用到的游戏模式不同,编辑器中选择的实体层也应有所不同。
<div lang="en" dir="ltr" class="mw-content-ltr">
=== 6.视野调整区 ===
=== [6] Zoom ===
从左到右依次为:
Field of view adjustment functionality, descriptions in order from left to right.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
* 扩大视野(ZO){{key press|numpad-}}:扩大操作区的视野,每次扩大50点比例值;
Expanding or scaling the field of view by clicking buttons or pressing shortcut keys has no maximum and minimum scale value, and the scale value can even reach negative values. When the scale value is negative, the map as a whole is upside down.
</div>


*<span lang="en" dir="ltr" class="mw-content-ltr">ZO (Zoom out) {{key press|numpad-}}: expands the field of view of the operation area by 50 points of scale value each time.</span>
** 扩大视野(ZO){{key press|numpad-}}:扩大操作区的视野,每次扩大50点比例值;
**<span lang="en" dir="ltr" class="mw-content-ltr">Scrolling the mouse wheel down also expands the field of view by 20 scale points per scroll, expanding the field of view in this way up to a maximum of 2000 scale points.</span>
**<span lang="en" dir="ltr" class="mw-content-ltr">Scrolling the mouse wheel down also expands the field of view by 20 scale points per scroll, expanding the field of view in this way up to a maximum of 2000 scale points.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">1:1 {{key press|numpad*}}: restores the field of view to the default scale value.</span>
*<span lang="en" dir="ltr" class="mw-content-ltr">1:1 {{key press|numpad*}}: restores the field of view to the default scale value.</span>

Revision as of 14:41, 3 June 2023

地圖製作過程大致可分為頭腦風暴,貼圖設計以及地圖測試三大環節。Teeworlds所屬的每個模組(遊戲模式)都將遊戲地圖作為玩法的基礎。

頭腦風暴環節要求地圖製作者通過不凡的想像力,來製作出有創意、娛樂性高的地圖實體;

貼圖設計環節要求地圖製作者為地圖添加漂亮的外觀,設計過程中一般要符合大眾審美,且各個貼圖所表示的信息應足夠清晰且不會產生歧義,同時整體設計風格也要一般要符合遊戲畫風;

地圖測試環節要求地圖製作者完整將自己所製作的地圖進行測試,以便發現當前地圖中尚未察覺出的玩法問題或貼圖設計問題等等。

玩家可以點擊主菜單中的編輯器,來進入地圖編輯器界面。

在遊戲內的任何界面下,按下ctrl+⇧ Shift+E也可以直接進入地圖編輯器界面。

DDNet地圖製作準則

如果玩家最終想讓自己的地圖在DDNet伺服器上發佈,那麼玩家必須遵守如下準則去製作地圖。在地圖上傳至DDNet的Discord伺服器之前,請確保玩家已經完整地測試過地圖,地圖各關卡運行和操作流暢,同時設計環節也已完全竣工。

在遊戲體驗方面,我們要求:

每個關卡都應有足夠的空間供玩家進行舒適地操作;

地圖整體難度應保持平衡,不得出現較大的波動(例如在一個中階地圖當中不能插入高星高階地圖甚至是瘋狂地圖的操作);

在容易造成失敗的關卡當中,應有辦法讓其他玩家進行救援;

關卡操作不得過於精確或僅僅為難而難;

不得過度使用特殊遊戲實體,同時不得將特殊實體用在修復地圖關卡漏洞上;

不得故意誤導或混淆關卡操作方式;

關卡不得利用遊戲物理機制上的Bug來實現。

在視覺效果方面,我們要求:

所有玩家過關需要的實體都必須在貼圖當中清晰地表示出來;

不同實體的貼圖或標記必須要易於區分;

前景與背景必須要有明顯的區別;

不要將對比度和飽和度調得太高,否則看上去會很不舒服;

在貼圖層存在標誌,提示或警告時,必須在實體層當中添加「Turn Off Entities(關閉實體層)」的標記;

如果使用了其他地圖當中的素材,則需要得到素材原作者的許可後才能使用。

其他層面上,我們要求:

所有的玩家都必須要經過起點;

每張地圖上都應有時間檢查點。

額外注意:

在上述規則的基礎上,關卡的獨特性和創新性至關重要,同時也要保證地圖有着優秀的貼圖設計。一個簡單但有良好關卡設計和優秀視覺效果的地圖,相比於一個充滿各式各樣複雜問題的地圖來說,會有更高的概率被選中並上傳至DDNet伺服器當中。

編輯器界面總覽

下圖為遊戲自帶的地圖編輯器頁面:

接下來會根據圖片上的內容編號來逐一解釋編輯器界面中各個按鈕的用途。

1.文件(File)

用來對地圖文件進行新建、讀取、保存等操作。

點擊後出現的下拉菜單中:

    • 新建(New)ctrl+N:新建地圖文件;
    • 讀取(Load)ctrl+I:讀取地圖文件;
    • 讀取當前地圖(Load Current Map)ctrl+alt+I:若在遊戲過程中或回放中進入了編輯器界面,點擊此按鈕會載入當前遊戲所使用的地圖;
    • 添加(Append)ctrl+A:將一個地圖文件里的所有素材添加到當前地圖中;
    • 保存(Save)ctrl+S:保存當前地圖;
    • 另存為(Save As)ctrl+⇧ Shift+S:以另一文件名保存當前地圖,同時以該文件名繼續編輯地圖;
    • 保存副本(Save Copy)ctrl+⇧ Shift+alt+S:以另一文件名保存當前地圖,但以原文件名繼續編輯地圖;
    • 當保存副本時所使用的地圖名與現有文件重複時,完成保存後會以該文件名繼續編輯地圖。
    • 退出(Exit):退出編輯器界面。

2.文件名

該區域顯示當前讀取的地圖文件名稱以及其文件保存路徑;

地圖編輯器的各項屬性

該區域顯示當前地圖編輯器的各項屬性:

    • X.Y:表示當前鼠標光標所處於地圖編輯器的位置,單位為網格;
    • Z:表示當前地圖的縮放比例值,在編輯器內載入地圖時默認為200;
    • A:表示當前地圖動畫的播放倍速,默認為1;
    • G:表示當前地圖網格線的尺寸大小,默認為1;
    • 10:18:本地時間。

4.退出

退出編輯器界面。快捷鍵ctrl+⇧ Shift+E

5.功能區

從左到右依次為:

    • 展示細節(HD)ctrl+H:預覽當前地圖在高質量模式下的外觀;
    • 展示動畫(Anim)ctrl+M:預覽當前地圖所設置的動畫效果;
    • 展示視野邊界(Proof)ctrl+P:預覽玩家的最大視野範圍;
    • 藍色圓圈表示玩家的實際位置,
    • 紅色框線和綠色框線表示在不同解像度下可觀察到的最大範圍,
    • 白色框線表示在開啟動態視野後可觀察到的最大範圍。
    • 展示遊戲內視覺效果(Zoom):預覽玩家在實際遊戲當中看到的畫面;
    • 展示網格(Grid)ctrl+G:開啟網格線;
    • 展示信息(Info)ctrl+I:預覽實體或貼圖的詳情信息,內容包括但不限於實體或貼圖所屬ID、貼圖動畫軌跡、貼圖變形情況;
    • 放置不可用貼圖(Unused)ctrl+U:允許在地圖中放置不可用的貼圖,現代地圖中已不常用該功能;
    • 展示顏色(Color):預覽當前筆刷所設定的顏色,關閉後筆刷將顯示原配色,但不影響放置後貼圖所設定的顏色;
    • 實體層選擇(Entitles):選擇當前地圖需要使用的實體層類別,根據地圖所應用到的遊戲模式不同,編輯器中選擇的實體層也應有所不同。

6.視野調整區

從左到右依次為:

  • 擴大視野(ZO)numpad-:擴大操作區的視野,每次擴大50點比例值;
    • 擴大視野(ZO)numpad-:擴大操作區的視野,每次擴大50點比例值;
    • Scrolling the mouse wheel down also expands the field of view by 20 scale points per scroll, expanding the field of view in this way up to a maximum of 2000 scale points.
  • 1:1 numpad*: restores the field of view to the default scale value.
  • ZI (zoom in) numpad+: reduces the field of view of the operation area by 50 points of scale value at a time.
    • Roll the mouse wheel upward to also reduce the field of view by 20 scale points per scroll frame, and reduce the field of view in this way up to 10 scale points.

[7] Brush functionality

Descriptions from left to right:

  • X/X (Horizontal flip) N: flips the contents of the brush horizontally.
  • Y/Y (Vertical flip) M: flips the contents of the brush vertically.
  • 90° (Rotation angle): the angle at which the content in the brush is turned each time it is rotated, which can be modified by holding down this button and sliding the mouse left and right, holding down ⇧ Shift during the modification process for more precise modification.
    • You can only choose from 90°, 180° and 270° angles.
  • CCW (Counterclockwise rotation) R: rotates the contents of the brush counterclockwise at an angle.
  • CW (Clockwise rotation) T: rotates the content in the brush clockwise at a certain angle.

[8] Layers/Images/Sounds management

In this area you can manage different groups of layers including the physics layer. By clicking on the top button "Layers", you can add images and sound resources to the map. Layer management area, here is responsible for managing the map's layer groups and layers, as well as the invocation of the mapping material, picture material, and sound material. Pressing will also switch to the image management interface, or pressing will switch to the sound management interface

Layers

  • Layers (left click) : Switch to Image management
  • Layers (right click) : Switch to Sound management
  • Click "Add group" at the bottom to add a new group.
  • Right-click a group to set the parameters of that group
  • Right-click a layer to set the parameters of that layer
待辦: Explain right click menu in group and layer with images

Images

  • Images (left click) : Switch to Sound management
  • Images (right click) : Switch to Layer management
  • Click the Add button to add image clips from the default clip folder to the map file.
  • Embedded area means the clips of this series have been embedded in the map file, when downloading the map, this kind of file will be included in the map file volume.
  • External area means that the material of this series is located outside the map, it is the default material in the game, when downloading the map, this kind of file will not be counted in the map file volume. When the map needs to call the image material of this area, it will directly call the file with the same name from the player's local default material library.
    • Regardless of the location of the clip, when the clip file is white or red (selected), it means the clip is being used by the map; when the clip file is blue or purple (selected), it means the clip is not yet used by the map.
  • Left-click on a file that has been added to preview the image in the right workspace, and right-click on the file to perform the following actions.
    • Readd: Overwrite the clip by calling a file with the same name directly from the default clip library.
    • Replace: select a clip file to overwrite the clip.
    • Remove: removes the clip file.
    • When right-clicking on a file in the External area, an additional Embed option will appear to move the file into the Embedded area.

Sounds

  • Sounds (left click) : Switch to Layer management
  • Sounds (right click) : Switch to Image management
  • Click the Add button to add sound clips from the default clip folder to the map file. Currently DDNet game editor only accepts opus format audio files.
  • Right-click on a file to perform the following actions.
    • Readd: Overwrite a clip by calling a file with the same name directly from the default clip library.
    • Replace: select a clip file to overwrite the clip.
    • Remove: Remove the clip file.

[9] Context dependent actions

Additional buttons that will change depending on the selected layer.

On all layers

When any layer is selected, the following buttons appear:

  • Refocus home: immediately focuses the view to the upper left corner of the map.
  • Goto XY: immediately focuses the view to a specific coordinate of the map. Clicking this button sets the coordinate in its drop-down menu, and then clicking the Go button focuses the view to that coordinate.
  • Destructive mode ctrl+D: When Destructive mode is enabled, the area the brush passes over will be completely covered and the texture of this area will be replaced; when Destructive mode is disabled, the area the brush passes over will only be filled with the location that is not filled with the texture.
  • When Game or Tile layer is selected: Add Border: Adds a two-tile wide border to the current layer, using the texture of the selected layer's No. 2 map.
  • When Switch layer is selected: Switch ctrl+A: Set the number of the next placed switch layer entity. In the drop-down menu: Number is used to set the number, Delay is used to set the number of additional information, and F (shortcut: ctrl+F) is used to automatically set the unused number.
  • When Speedup layer is selected: Speedup ctrl+A: Set the parameters for the next placement of the speedup entity. In the drop-down menu, Force is used to set how much speed the belt can provide, Max Speed is used to set the maximum speed you can have at the belt, and Angle is used to set the direction of the belt.
  • When the Tele layer is selected: Tele ctrl+A: Sets the number of the next entity to be placed in the transmission area. The drop-down menu: Number is used to set the number, and F (shortcut: ctrl+F) is used to automatically set the unused number.
  • When Tune layer is selected: Tune ctrl+A: Set the number of the next placed adjustment zone entity. In its drop-down menu, Zone is used to set the number.
  • When the Quads layer is selected: Add Quad ctrl+Q: Adds a picture set by the current layer to the workspace. If no picture is set for that layer, a plain white square of 2*2 grid size is added by default.
  • When the Sounds layer is selected. Add Sound ctrl+Q: Adds a sound set by the current layer to the workspace.

[10] Mapping area

Workspace, where all the components needed for the map are placed.

待辦: Explain in more detail

[11] Hint area

When the mouse hovers over a button, the hint area will appear with the function of the button and a keyboard shortcut for the button function.

[12] Server setting

You can change Map settings to change server behavior. For example setting a map to be a solo map.

待辦: Explain in more detail

[13] Envelopes

Envelope animation: this is responsible for setting the animation effect in the map.

待辦: Explain in more detail
待辦:

Explain in detail what is marked "to be explained in detail" above. Full explanation of the features in the editor. Discuss the similarities and differences between modern maps and traditional and classical maps, or discuss their backstories.

Write a short tutorial on mapping.


External Resources