Force: Leashed mapping instructions

24th August 2012

First you need to install Worldcraft 3.3 and of course the game. You also need to download the game entity data file and example maps. The engine supports Quake 1, 2 and 3 level formats and also Half-Life BSP's. The official Force: Leashed maps use Half-Life BSP and Valve's level build tools, but you should be fine with other supported formats too.

Setup

Install Worldcraft 3.3. After that, extract and move the downloaded files (contents of fl_mappingtools.zip) to the Worldcraft install directory, so the .map files will go under Worldcraft/maps etc. Then you need to configure the game in Worldcraft. If you've mapped for Quake/Half-Life before, this should be pretty straightforward.

First choose Tools > Options from the toolbar, and choose the tab Game Configurations from the now open window. Add a new game configuration by clicking the topmost Edit button, and then clicking Add. Enter "forceleashed" without quotes to the opened dialog and click OK. Then click Close. Set the directory paths like you can see from the attached image. RMF Directory can be anywhere you want, but it's recommended to keep it in your Worldcraft directory.


Figure 1, Configuration settings

Then choose the Build Programs tab and enter the paths like you can see in the picture, with respect to your actual game install folder. Since we are using Valve's tools, all the build programs should be in the Worldcraft install folder.


Figure 2, Build programs

Even though the game uses separate .tga files as textures, Worldcraft expects them to be a Half-Life WAD file. That's why I have prepared forceleashed.wad to use in Worldcraft, how convenient! Choose the Textures tab, click Add WAD and browse to the forceleashed.wad file in the Worldcraft/textures directory you copied there earlier. After adding the WAD file restart Worldcraft. Now you can open one of the example maps and run it by pressing F9, and clicking OK.


Figure 3, Textures

If you're familiar with Quake/Half-Life mapping, you should be able to figure things out with the example levels. If not, check out a few mapping tutorials first.

You can set custom launch options in the Run Map dialog, for example to run the game in a 1280x720 window enter

-game fl -width 1280 -height 720 -nocdaudio -window

Entities

info_player_start	Player start position
ent_turret		Shoots rockets, set the angle with the "Mangle" property.
ent_attractor		A gravity dongle 

Brush entities

func_button 		A big button, usually used with the ti_target texture.
trigger_gravity		The "rain" effect. Use with the texture "trigger".
func_powerwall		A wall impassable to attractors. Use with the texture ti_powerwall2.
trigger_changelevel	Set the "Next map from" property to "Custom" to make the engine use the "New map name" 
			instead of looking for it from the campaign table.
The recommended settings for the worldspawn object (Map > Map properties) are the following:
Skybox name:	boulder-bay_
Sunlight: 	350
Sun mangle: 	150 -50
The textures ti_remove, ti_black and sky1 all remove rockets hitting them.
Textures ti_red1 and ti_blue1 change the color of a rocket.

Have fun, and do not forget to email me if you get something done!

- Pekka "cce" Väänänen