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Mechstorm's Complete Map Making Tutorial or MCM for Short. Covering Mechwarrior4, Mechwarrior4:BK and Mechwarrior4:Mercs. If you have any questions feel free to drop by our Mechstorm Editor/Scripting help Forum after you have registered on our forums.

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Mechstorms Check List

Whenever you make a map, certain bugs tend to creep on to it that can easily be avoided. I have explained in other chapters most of these bugs but I will list them here so you can use this as a reference when checking your own map.

Mechstorm Beta tests check list.

1) Does your Terrain contain Rogue Polygons?

2) Does your Terrain contain holes players can fall in to and not get out of ?

3) Does your Terrain contain any white lines in your textures?

4) Is your NFO correct, has the scenario.txt been added to it, does your custom script have the line it needs to work ?

5) Does your mini map actually look like the map you're playing on?

6) Does your map contain any floating objects that should not be floating?

7) Is your fog colour right?

8) Is the heat set correctly for the map terrain?

9) Do all your drop points work correctly or do the players spawn underground or high above ground?

10) Do flags for capture the flag all work as intended and can the players score points by capturing the flag?

11) Do the waypoints all show up correctly and are the scores working?

Mechstorm bonus point check list

Most Mechstormers will rate your map more highly if you put a little more effort into it than most map makers do. The map itself is one way to impress us but there are also other ways. For instance the NFO file could contain team colours picked to match the map. A rather nice finishing touch if I do say so myself. Mini maps that look the part also gain extra points from Mechstorm testers as we see far too many unremarkable minimaps that tell the player nothing about the map they are playing on. In most cases a grey square would have been better than the mini map that gets supplied with the map. A few Mechstorm map makers go as far as to add grids to their maps too.

An Example of a fully featured and working NFO file for Mechwarrior 4.

Whilst this script is from Mechwarrior 4 most of the important stuff works in Black Knight too.

!include=Content\GameTypes.h
!preservecase=true

[info]
author=Mechstorm
info=Standard Mission
link=www.technicalinstitute.badkarma.net/downloads/mechwarrior.shtml
longname=mst-fort-apache

[ruleset]
type=$(StockDestruction)
type=$(StockTeamDestruction)
team=2
alignment=1
type=$(StockAttrition)
type=$(StockTeamAttrition)
team=8
alignment=1
type=$(StockCaptureTheFlag)
team=2
alignment=1
type=$(StockKingOfTheHill)
type=$(StockTeamKingOfTheHill)
team=2
alignment=1
type=$(CustomTeamKingOfTheHill)
team=2
alignment=1
scriptName=Content\Missions\mst-fort-apache\Scripts\mst-tko2h.abl
type=$(CustomUndefined)
team=2
alignment=1
scriptName=Content\Missions\mst-fort-apache\Scripts\mst-combatzone.abl

[scenarios]
CustomUndefined41={
[server]
ruleset=$(CustomUndefined)
name=CombatZone
teamAllowed=1
teamcount=2
scenariotext=resource\usermissions\combatzone.txt
gameLength=30
scriptName=Content\Missions\mst-fort-apache\Scripts\mst-combatzone.abl
team_0={
[teamdata]
MaxPlayersOnTeam=8
Skin=a

}
team_1={
[teamdata]
MaxPlayersOnTeam=8
Skin=b

}

}
StockDestruction41={
[server]
ruleset=$(StockDestruction)
name=Destruction
teamAllowed=0
teamcount=0
scenariotext=resource\missions\des.txt
isNight=1
gameLength=30

}
StockTeamDestruction18467={
[server]
ruleset=$(StockTeamDestruction)
name=TeamDestruction
teamAllowed=1
teamcount=4
scenariotext=resource\missions\des.txt
gameLength=30
scriptName=zw
team_0={
[teamdata]
MaxPlayersOnTeam=8
Skin=8

}
team_1={
[teamdata]
MaxPlayersOnTeam=8
Skin=9

}
team_2={
[teamdata]
MaxPlayersOnTeam=8
Skin=a

}
team_3={
[teamdata]
MaxPlayersOnTeam=8
Skin=b

}

}
StockAttrition6334={
[server]
ruleset=$(StockAttrition)
name=Attrition
teamAllowed=0
teamcount=0
scenariotext=resource\missions\att.txt
isNight=1
gameLength=30

}
StockTeamAttrition26500={
[server]
ruleset=$(StockTeamAttrition)
name=TeamAttrition
teamAllowed=1
teamcount=4
scenariotext=resource\missions\att.txt
gameLength=30
scriptName=zw
team_0={
[teamdata]
MaxPlayersOnTeam=8
Skin=8

}
team_1={
[teamdata]
MaxPlayersOnTeam=8
Skin=9

}
team_2={
[teamdata]
MaxPlayersOnTeam=8
Skin=a

}
team_3={
[teamdata]
MaxPlayersOnTeam=8
Skin=b

}

}
StockCaptureTheFlag23281={
[server]
ruleset=$(StockCaptureTheFlag)
name=CTF
teamAllowed=1
teamcount=2
scenariotext=resource\missions\ctf.txt
gameLength=30
scriptName=zw
team_0={
[teamdata]
MaxPlayersOnTeam=8
Skin=a

}
team_1={
[teamdata]
MaxPlayersOnTeam=8
Skin=b

}

}
StockKingOfTheHill491={
[server]
ruleset=$(StockKingOfTheHill)
name=KingOfTheHill
teamAllowed=0
teamcount=0
scenariotext=resource\missions\koth.txt
gameLength=30
scriptName=ŠŽ

}
StockTeamKingOfTheHill2995={
[server]
ruleset=$(StockTeamKingOfTheHill)
name=TeamKingOfTheHill
teamAllowed=1
teamcount=3
scenariotext=resource\missions\koth.txt
gameLength=30
scriptName=ª
team_0={
[teamdata]
MaxPlayersOnTeam=8
Skin=8

}
team_1={
[teamdata]
MaxPlayersOnTeam=8
Skin=9

}
team_2={
[teamdata]
MaxPlayersOnTeam=8
Skin=a

}

}
CustomTeamKingOfTheHill41={
[server]
ruleset=$(CustomTeamKingOfTheHill)
name=Team King of 2 Hills
teamAllowed=1
teamcount=2
scenariotext=resource\usermissions\tko2h.txt
gameLength=30
scriptName=Content\Missions\mst-fort-apache\Scripts\mst-tko2h.abl
team_0={
[teamdata]
MaxPlayersOnTeam=8
Skin=a

}
team_1={
[teamdata]
MaxPlayersOnTeam=8
Skin=b

}

}

You can see the custom gametype entries marked in bold text by me, also marked in bold are areas most map makers forget to add or check are present in their NFO/NFX files. Please make sure your NFO files contain entries for scriptname if you are using a custom script and ALWAYS contain an entry for Scenariotext. The lines marked in italics should not be edited. The lines marked in bold italics should not be edited normally but need to be edited if you want your map to be supported in Black Knight.

The correct line to replace in order to get BK support is.

include=Content\GameTypes.h

It should be changed to

include=Content\GameTypesX.h

You must then save your nfo off as an nfx file.