Nam MapFaq v1.0

Tuomo Korva

tnt@

Last Update: 1 July 98

Index

1.0 General information

1.1 Setting up Build

2.0 Weapons & Items

3.0 Military hardware

3.1 Aircraft

3.2 Mines & Traps

3.3 Explosives

4.0 Misc sprites

5.0 Enemies

6.0 AI Marines

7.0 CTF

8.0 Fireteam

9.0 Sounds

Files included with this FAQ: NaMapFaq.doc, names.h, CTF.map and Fireteam.map

 

1.0 General Information

This FAQ helps you to build maps for Nam. For this you need the game Nam and a map editor called Build. All the necessary information about building basic maps with the editor can be found from the latest MapFaq at http://mapfaq.3dportal.com. The information you need to be able to use airstrikes, artillery rounds, build CTF maps and other Nam features can be found from this FAQ.

1.1 Setting up Build

There are two ways to set up Build for Nam map building.

The easier way:

* Copy names.h to your Nam directory

* Copy nam.grp with the name duke3d.grp to your Nam directory. After this you should have both nam.grp and duke3d.grp in your Nam directory

* Put Build to your Nam dir and start making maps

The harder way (recommended if you want to use your own art)

* Copy names.h to your Nam directory

* Use kextract.exe to extract dat files from the nam.grp (kextract nam.grp *.dat)

* Use kextract.exe to extract art files from the nam.grp (kextract nam.grp *.art)

* Put Build to your Nam dir and start making maps

 

2.0 Weapons & Items

Sprite number: Description:

21 M-16 rifle

22 M-60 machine gun

23 M-72 LAW

24 Flamethrower

25 M-79 grenade launcher

26 Hand grenade (1)

27 Claymore mine

28 Shotgun

32 Sniper rifle

40 M-16 clip

41 M-60 ammo

47 Hand grenade box

48 APERS box

49 Shotgun ammo

52 Sixpak

53 First aid

54 Armor vest

55 Tank

57 Huey

59 Night vision goggles

61 Tripflare box

487 Stationary weapon (SP = Sprite palette)

SP10=.50 cal MG SP11=gfx for .50 cal MG

SP9=M60 MG SP12=gfx for M60 MG

SP6=60mm Mortar

921 Mine detector

1326 Ammo crate All ammos are for stationary weapons.

SP0=random ammo SP9=60mm Ammo SP10=.50 cal MG Ammo SP11=.50 cal MG Ammo (once) SP12=VC crate SP14=M60 Ammo (once)

Just place them on the ground and you're done.

 

3.0 Military hardware

3.1 Aircraft

Sprite number: Description:

29 A-26 Invader (bombs)

42 F-4 Phantom (napalm)

100 3D Huey (moving, has sound, drops stuff to player)

249 2D huey (not moving & no sound)

1026 Mig-21 (bombs)

1313 3D Huey (not moving, has sound)

2333 Plane spawner (Invader, Phantom, Huey)

2675 F-104 (rockets + minigun)

There are four ways to use aircraft.

3.11 A "normal" plane which activates when player sees it. Just put sprite (for example #42 Phantom) somewhere in the map, where you want the plane to start its bombing run. The sprite looks like a small square in Build. Change the sprite's angle to the direction you want the plane to fly. Finally, raise the sprite to the roof or the height you want. Remember, that the planes disappear when hitting a wall, so don't put any solid walls or sprites to the flight path.

3.12 A plane activated by a touchplate. NOTE: You can make these fly ONLY from the left side of your map to the right side, because the planes are respawned !!! First put a touchplate to a sector(s), which will "activate" the planes. Use a unique lotag in touchplate sprite. After that put respawn sprite(s) to the place you want the planes to start. Put them to a place where there are no obstacles in the right side of them in build. Give the respawn sprites a hitag (#42 for Phantom) and the same unique lotag that you used in touchplate. Remember to raise the respawn sprite to the sky.

3.13 Plane respawner spawns Phantoms, Invaders and Hueys randomly from time to time. To use the plane respawner put a sprite #2333 (a red thing) somewhere. Don't worry, you won't see it in the game. Because the planes are respawned they ONLY fly from the left side of the map to the right side. Once again, remember to raise the sprite to the height you want.

3.14 An airstrike called with a radio. The switch sprite for radio is #132, put also some nice textures on the radio itself. Give a unique lotag to the switch sprite, use sound number as the hitag. Then put respawn sprites (which will spawn the planes) somewhere. See the section 3.12 how to put them, but note that the radio switch works as the touchplate (so don't put any touchplates).

3.2 Mines & Traps

Sprite number: Description:

38 APERS mine (placed)

44 Tripflare (placed)

46 Flare (spawned by sprite #44)

1229 Booby trap

1316 Barbwire

1322 Chemical mine (placed)

1338 Spike

1397 Bounding APERS mine (placed)

2566 Claymore (placed). Put to a wall and make sure there aren't any sprites like bushes on the path of the tripwire.

Just place them on the ground and you're done.

3.3 Explosives

Sprite number: Description:

51 A-26 bomb

1062 C4 (Demoman places these)

1228 Mortar shell (falls down)

1255 Artillery round (falls down)

1390 Missile

Missile is used the same way as aircraft (see sections 3.11, 3.12 and 3.14).

There are three ways to use explosives.

3.31 A normal fire mission. Just put a sprite to your map (for example #1228 Mortar shell), and raise it to the ceiling. Mortar shell, artillery round and missile sprites look like small squares in Build. All these three explosives leave a crater when they hit the ground so keep that in mind when you are placing them. As you have probably noticed in the game, they drop to the ground after a random period of time (approx. 1 to 20 secs) after the player has "seen" them.

3.32 A fire mission activated by a touchplate. First put a touchplate to a sector(s), which will "activate" the fire mission. Use a unique lotag in touchplate sprite. After that put respawn sprite(s) to the place you want the shells to drop. Give the respawn sprites a hitag (#1228 for Mortar shells) and the same unique lotag that you used in touchplate. Remember to raise the respawn sprite to the sky.

3.33 A fire mission called with a radio. The switch sprite for radio is #132, put also some nice textures on the radio itself. Give a unique lotag to the switch sprite, use sound number as the hitag. Then put respawn sprites (which will spawn the arty rounds) somewhere. See the section 3.31 how to put them and note that the radio switch works as the touchplate (so don't put any touchplates).

 

4.0 Misc sprites

Sprite number: Description:

132 Radio switch

172 "Pain" sprite SP10=Rotor damage, SP11=Barbwire damage

753 End episode

1250 WarSFX (random war ambience sounds) SP10=NatureSFX

1323 US flag

1333 BushSFX

2310 Smoke (clears in a couple of secs)

2311 Smoke (stays)

762 Become Beast

1880 Beast flag (green in game, in Build it's red)

 

5.0 Enemies

Sprite number: Description:

1026 Mig-21 aircraft (bombs)

1680 Satchel bomber

1715 Sniper VC

1744 DShK heavy MG

2000 Ak-47 Soldier

2120 RPD Light Machine Gun Soldier

2165 T-34 tank (rockets)

2360 B10 recoilless rifle (rockets)

1921 Enemy spawner

Mig-21 is used the same way as other aircraft (see sections 3.11, 3.12 and 3.14).

 

6.0 AI Marines

Sprite number: Description:

1679 Radioman

1726 Medic

1739 Demoman

2149 Grunt

3449 AI marine spawner (spawns AI marines randomly)

 

7.0 CTF

Sprite number: Description:

489 Join red team (makes you join the red team, when you're near it)

SP9=Remove 48 rounds of M-16 ammo from the player

904 Join blue team (makes you join the blue team, when you're near it)

1818 Red main flag (you can pick this up only if you're in blue team)

1819 Blue main flag (you can pick this up only if you're in red team)

604 Blue standard (the red main flag must be brought here by blue team)

1295 Red standard (the blue main flag must be brought here by red team)

All the CTF maps need a "team selection room" because the player is spawned randomly to one of the eight possible starting points. The easiest way to build a starting room to your map is by using the CTF.map (comes with this FAQ) as a base for your map and saving it on a different name or by copying the starting room from one of our original maps. This is done by going to a CTF map in Build, using AltGr to highlight the "team selection room", loading your own CTF map to Build (Esc,Load), moving the room with mouse+left button to a suitable place and pressing AltGr again to unhighlight the room.

After you have the room in your map you have to build 16 other ends of teleporters to the map, eight for each team. Hightags for the the red teams' transporters are 800-807 and blue teams' are 810-817. Note that the sector effectors in the end of the playing-area teleporters are lowered to the ground so that they become one-way teleporters.

Finally add the main flags and standards to the map.

 

8.0 Fireteam

Sprite number: Description:

489 Assign a role. SP10=A-Gunner SP11=Machinegunner SP12=Sniper SP13=Grenadier SP14=Pointman SP15=Medic SP16=Squad leader SP17=Rifleman

Fireteam maps must start from a "role selection room" so that the players can choose their roles. The easiest way to build a starting room to your map is by using the Fireteam.map (comes with this FAQ) as a base for your map and saving it on a different name or copying it from one of our Fireteam maps (see 6.0 about copying rooms from one map to another). Also in this case you must build other ends of the teleporters to the map where players will appear after they have chosen their role. There are only 8 teleporter ends to be builded, one for each role. Hightags of the teleporters are 910-917.

 

9.0 Sounds

Sound number: Description:

344 Call airstrike

345 Can't call airstrike

239 Call fire mission

244 Chopper radio chatter 1

341 Chopper radio chatter 2

342 Chopper radio chatter 3

344 Flyby (near)

256 Flyby (far)

340 Incoming!

328 It's an ambush...

179 Radiocheck

177 War ambience 1

189 War ambience 2

193 War ambience 3

231 War ambience 4

232 War ambience 5

233 War ambience 6

234 War ambience 7

336 War ambience 8

337 War ambience 9

338 War ambience 10

161 Birds 1

162 Birds 2

254 Birds 3

335 Crickets

156 Monkey 1

170 Monkey 2

The easiest way to put war ambience and nature sounds to your maps is to use sprite #1250. For a full list of sounds see default1.con and default2.con.