I'm familiar with Valve Hammer and I find the UT editor godawful in terms of moving around. That aside, I might dabble a bit in KF mapping and I have a few (relatively) simple questions.
1) Do I have to make sure the map is "sealed" (i.e. airtight), or is this not as huge of an issue in this engine?
2) Any decent Source mapper will tell you that Carve is the devil. While I could build rooms from primatives (i.e. seperate blocks to form a room and leave a door open), is there some sort of carving system? Is it palatable to the engine, or harmful?
3) Are there any vis concerns I should have? In Source, big open areas are a no-no - they can make your FPS drop into the single digits. Thanks perhaps to the fog, KF doesn't seem to have this issue.
4) Can you make doors open only one way?
5) If I use a "button door" like the ones on Doom2Final (however those are made...), will specimens be able to open it? (It would be one that can open and close.)
6) Can I load a map for a walkaround test without things like zed spawns? I recall reading a tutorial (somewhere) that all you would really need to do is Build the lights and have at least one entity (actor?) like an ammo box and it would run. Would the map just automatically win condition?
7) If the answer to #6 is "no", would it arse up the map if I just plonked a specimen spawn in a faraway, closed-off room so I can walk around without worrying about combat?
8) Can you have weapon spawns be set to spawn a certain weapon 100% of the time, or are they always random?
9) Can you change the angles of weapon spawns (for aesthetic reasons, i.e. a Katana hanging vertically on a wall)?
10) I doubt that I would need custom models, but how would I go about uploading a custom texture if I needed to do so?
11) Last one for the moment: in Source, you need to create a whole bunch of things like a .res file for fast download to work appropriately. It seems to me that KF just packs everything into the map file, so I only need to worry about the one file for downloads (and conversion to .uz2). Are there any files that are contained outside of the .rom?
That's all I have for now. I might have more questions after these responses.
1) Do I have to make sure the map is "sealed" (i.e. airtight), or is this not as huge of an issue in this engine?
2) Any decent Source mapper will tell you that Carve is the devil. While I could build rooms from primatives (i.e. seperate blocks to form a room and leave a door open), is there some sort of carving system? Is it palatable to the engine, or harmful?
3) Are there any vis concerns I should have? In Source, big open areas are a no-no - they can make your FPS drop into the single digits. Thanks perhaps to the fog, KF doesn't seem to have this issue.
4) Can you make doors open only one way?
5) If I use a "button door" like the ones on Doom2Final (however those are made...), will specimens be able to open it? (It would be one that can open and close.)
6) Can I load a map for a walkaround test without things like zed spawns? I recall reading a tutorial (somewhere) that all you would really need to do is Build the lights and have at least one entity (actor?) like an ammo box and it would run. Would the map just automatically win condition?
7) If the answer to #6 is "no", would it arse up the map if I just plonked a specimen spawn in a faraway, closed-off room so I can walk around without worrying about combat?
8) Can you have weapon spawns be set to spawn a certain weapon 100% of the time, or are they always random?
9) Can you change the angles of weapon spawns (for aesthetic reasons, i.e. a Katana hanging vertically on a wall)?
10) I doubt that I would need custom models, but how would I go about uploading a custom texture if I needed to do so?
11) Last one for the moment: in Source, you need to create a whole bunch of things like a .res file for fast download to work appropriately. It seems to me that KF just packs everything into the map file, so I only need to worry about the one file for downloads (and conversion to .uz2). Are there any files that are contained outside of the .rom?
That's all I have for now. I might have more questions after these responses.