Arena Files & Gametypes
Arena Files
Arena files define which maps will appear in the player's Create Menu. They are also used to check against for map voting so that a map will not load to play in an unsupported gametype.
The content of an arena file looks like this:
{
map "mapname"
longname "full mapname"
type "rq3dm rq3tp rq3tdm rq3ctb rq3esp rq3duel"
}
Mapname is the same as the .bsp. Long name is the full name of the map. Type defines all of the valid gametypes supported by the map. Check out the arena files in the released Reaction maps to see what the file is supposed to look like.
Currently only rq3dm (deathmatch, gametype 0), rq3tp (teamplay, gametype 4), and rq3ctb (capture the briefcase, gametype 5) are supported by the mod. Eventually, those other 3 gametypes (team deathmatch, espionage, and duel) will be added. We're just planning ahead. It is important to judge now if your map will support each of the gametypes. You can assume that all Reaction maps will support deathmatch, teamplay, team deathmatch, and espionage. So the only decisions you have to make for your map is whether it will support capture the briefcase and duel gametypes. See below for an explanation of how to make your map compatible with each gametype.
Deathmatch
Deathmatch is "every man for himself" gameplay. Each player spawns with a knife and pistol only. The goal is to kill your opponents more times than they kill you. Read more about deathmatch
here.
All maps must support deathmatch.
To support deathmatch, your map must have:
- Player spawn points. One player_info_start entity and several more player_info_deathmatch entities. The player_info_start serves as a player_info_deathmatch, but you can use it to determine the starting location of each Radiant session. A map should have at least 10 spawn points.
- Weapons. It is customary to have one and only one of each special weapon type (mp5, m4, m3 shotgun, handcannon, sniper rifle). On a large map, you may feel gameplay would be improved with a few extra weapons. Also scatter grenades and knives around. The quantity depends on the size of the map, but an average map will have 4-6 grenades and 5-8 knives.
- Ammo. Make sure there is enough ammo for each of the special weapons. Do not put in too much ammo or you'll make it too easy. On an average map you might have 6 cases of shells, 4 mp5 clips, 3 m4 clips and 3 boxes of rifle ammo.
- Intermission shot. When the map ends and the scoreboard comes up, the view is determined by an info_player_intermission. Make sure you have one and only one.
Teamplay
Teamplay is the most played Reaction gametype. Players are on one of two teams. Each player chooses his special weapon and item and spawns with it. The game is played in rounds. A round ends when the roundtimelimit is hit or all of the players on one team are dead. Read more about teamplay
here.
All maps must support teamplay. Nothing extra is required to make your map compatible with teamplay if it is compatible with deathmatch.
Capture the Briefcase
Capture the Briefcase is the Reaction version of Capture the Flag. Each team has to protect its case from being stolen and must try to steal the enemy case. You must be holding a one-handed weapon (knife, pistol) to pick up the case.
The maps that support ctb gametype are: 420main, alpinevalley, bullmarket, countryclub, deepcanyon2, lighthouse, jericho, passin, and reactionmall.
There are six types of entities you need to add to your map to make it compatible with CTB:
- Cases. Add one team_CTF_redflag and one team_CTF_blueflag. Try to locate them so that each team has equivelent opportunities to attack and defend their case. Since Reaction maps are generally designed for teamplay, this may be very difficult. Test it as much as you can to see if the locations are fair.
- Initial spawns. Add one team_CTF_redplayer and one team_CTF_blueplayer. This is where each team spawns at the beginning of the map. It is not used afterwards. Place it near the case.
- Respawns. Add 16 team_CTF_redspawn entities and 16 team_CTF_bluespawn entities. On a very large map, you may add more. These locations are where the players respawn after they die. Do NOT locate them all near the case. That makes defense too easy. Spread them around. For example, you could have 4 near the case, 4 on each flank/approach, and 4 in neutral territory for a total of 16.
Team Deathmatch
Team Deathmatch will most likely not be a simple implementation of Q3:A team deathmatch. We don't know exactly what form this gametype will be in, so there's nothing you can plan ahead for.
Duel
Duel mode will be 1 versus 1 with spectators. Spectators will be in a queue to match up against the winner of each 1 versus 1 fight. Since we haven't planned this gametype, there's nothing you can do now to plan for it. If your map is sufficiently small enough to allow for 1 versus 1 play, add rq3duel to your arena file.
Currently the maps that we plan on supporting duel mode are: atrium, bank, friction, lighthouse, passin, pastoral, sludge, subway, and tequila. It's possible we'll introduce a system by which you can partition your map to make a smaller area for duel play. For example, we could isolate the trading room floor of bullmarket or the alligator canyon of deepcanyon2.
Espionage
Espionage covers a variety of scenarios and game varieties. These varities will probably be determined by external scripts, so there's nothing you have to do right now to make your map espionage compatible. Read more about Action Quake 2: Espionage
here.
Return to Mapping Guide
Last updated: July 28, 2002
Valid for RQ3 Beta 2.1