Here is how
you can make THF compatible maps
1.Defining the type of mission : HTF, PKA, CTL or GEX
The first thing you need to do is to tell the game if the map is
HTF, CTL, PKA or GEX.
This is very simple for HTF maps, because it's normally pre-selected
for all maps in THF. For CTL, PKA or Gex you will have to add the
specific "cooptimeout" to the "worldspawn" entity.
For PKA, this variable should be "1" , for CTL "2"
and "3" for GEX.
You can also adjust the length of the round timer in PKA and Gex
with this variable if you want. To do so, you have to take the number
of seconds you want the round to last, multiply it by 16, and add
it to the cooptimeout value.
So for GEX, cooptimeout is normally 3; if you want a 1 minute map,
set it to 60x16+3 or 963. If you just set cooptimeout to 3, you
get the default timer. Same applies to PKA but you add 1instead
of 3.
2.The Shrines
For the shrines, simply build them as normal. The team shrines
have to be "shrine_light" objects. They need to have a
"model" specific, which decides about it's team. The arguement
should be "*1" for males and "*3" for females.
The fortress shrine has to be a "shrine_ghost" object
with a "model" specific having the arguement "*2".
A mana shrine should be a "shrine_random" object.
3.Adding the Excalibur sword to a GEX map
1) Add a "trigger_always" near where you want the
sword
2) Add an "item_spitter" exactly where you want the sword
3) Set the "targetname" of the "item_spitter"
to "sword", and set the target of the "item_spitter"
to "item_ammo_excalibur"
4) Set the target of the "trigger_always" to "sword"
5) ghost shrine = capture point
6) set timecoop to 3 or (round time in sec)x3 + 3
4.Player spawing positions
There are 3 kinds of player spawning positions. "info_player_fteam"
is a spawning position for the females and "info_player_mteam"
is used for the males. Make sure there is at least 8 male/female
spawn points in each base.
"info_player_deathmatch" is used as a destination for
the wizard's teleport spells.
5. Banners (in HTF missions only)
The banners that change are just the normal "obj_banner".
When the map starts put a blue and red banner next to each other
to show that the fort is not controlled by any team yet.