Just thought I'd emphasize aspect of release v0.5 again:
This PAK includes 3 maps
nrvn.ogz, nrvnsm.ogz and nrvngm.ogz
(think nirvana!)
meATpAk is required in their CFG's that's why I do not distribute it as a simple map download.
keys F8 and F10 will call the basic MapMenuMap (nrvn) or the GameModeSelectMap (nrvngm) respectively.
The concept is following:
In MMM you enter a map with triggers,
two of them are located in alcoves on the other side of the (only) room in the map.
If you walk into the left one you jump ahead one map-selection,
the right one takes you back one.
Each map selection has a number of maps in it.
a list of them is echoed to the console.
if you wish to jump "into" the current map-selection simply walk onto the raised field near the center of the room.
The following map looks very much like the first,
but here you have three "activation" fields plus the two "selector" alcoves.
The current list position (in the current map-selection) will result in a threesome of map names, they will be echoed to the console and the "activation" fields (marked A,B and C) will correspond to those values.
Jump inside the list using the alcoves as in the previous MMM.
To return to the main MMM use the raised field in the corner (yellow light).
The last step to completing your map selection is the gamemode.
The map "nrvngm" uses some more icons to illustrate which mode you will select if you use the indicated portal.
Every mode uses a maximum of two icons for this:
ID | Icon | meaning
----------------------------------------
A | quad ........ | items are spawned
B | pieslice .... | an efficiency mode
C | rifle ....... | an instagib mode
T | skull ....... | an arena mode
E | men@work .... | Coop-Edit mode
All gamemodes can be identified visually using this scheme.
Though the icons are far from perfect, I quite like the result already. Maybe this will help clarify voting for some newcomers.
This whole PAK might even fork @ this point
one version - intended as a hands-on introduction to sauerbraten - would include MMM and similar works to come that help walk new players through key aspects of the game.
This will probably work more smoothly when Eisenstern gets under way, but I guess there is no harm in being prepared :)
To illustrate icon usage maybe this will help you.
If it confuses you - take a look at the maps
a pic > 1K words
Names given here are not the ones Aard originally used, but I kinda got hooked on the concept that 3 letter IDs should correspond to names.
Please tend to ignoring the IDs, they're rather useless in the end.
Mode | ID | IconIDs | Name
---------------------------------------------
-2 | DMSP | A | DeatMatch SP
-1 | SP | A | SinglePlayer
0 | FFA | A | Free For All
1 | CED | E | CoopEdit
2 | DUL | A | Duel
3 | TDU | A | T-Duel
4 | IGB | C | Instagib
5 | TIG | C | T-Instagib
6 | EFF | B | Efficiency
7 | TEF | B | T-Efficiency
8 | IGA | C T | InstaArena
9 | TIA | C T | T-InstaArena
10 | EFA | B T | EfficiencyArena
11 | TEA | B T | T-EfficiencyArena
12 | CAP | A T | Capture
While I used to have a button type icon to indicate team mode or not via icons the MMM uses architecture.
Each team variant of a given mode is accessible via a jumppad - it's right above it's DeathMatch variant counterpart.
As a result of this paradigm I have also stumbled upon a nice idea for an additional game-mode : InstaCapture,
meaning an Instagib variant of Capture - IconIDs [ C T ], ID might be IGC, ICP or ICA ...
To hopefully make the map completely usable for multiplayer voting it beams you to a "waiting room" platform after your selection.
There is a visible trigger (carrot) on that platform which is used to actually call the voting commands you've selected throughout the three maps.
I guess the first two maps still require some "waiting room" too.
You should eat your carrot only when everybody is "seated at the table", simply good manners, eh!?
This should avoid votes failing because somebody wrote the map wrong or had some other I/O error (read or typed wrong mode),
you all finish off with a splatter of "X voted for Z on Y" and jump to the map in the desired mode.
I imagine spontaneous player combinations on a public server outing disruptive players due to their fragging on the waiting decks ...
having chats with newbies to clarify concepts in a "sanctuary" enviroment ... and I simply just had to do it ;-)