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Guide to Submitting Content To The BTMappack

If you are wanting to submit maps and other content to the BTMappack, please use the following guidelines to insure your maps and other content will work with the existing mappack structure. These guidelines are meant to help you towards getting your material ready for submitting to the mappack and will cover several topics including setting up your work environment, basic rules that need to be followed to submit material and tips for creating maps.

My Personal Approach to Maps in the Mappack

When I decided a couple years ago to start working on the mappack, I realized that there were two areas that were important to deal with. One is the technical aspects of the map such as the .mis structure and correctness, the placement of items in the map, the textures etc. The second area is the “ideas” used by the author of the map. I decided I had to take a strictly non-biased approach towards this second area of “ideas”. Even though there are a few maps in the mappack that I personally just don't like, I believe the overall goals of the mappack are more important than my personal opinion of any one individual map. If you are interested in creating maps for the mappack (or any other project) my advice to you is to ignore the numerous critics out there who are so willing to jump in and criticize your creations. Very few of them know what they are talking about and even fewer have anything to contribute themselves. Use your imagination and use your own judgment when making decisions about how your map is created and what elements it contains. I might offer suggestions for technical improvements but I won't “dis” your ideas. Whether your map works or not won't be determined by self centered, opinionated players, but more by how it actually plays, on a server, in real playing, over a long period of time. Your ideas may work, or, they might not. The important thing is that you try your best and keep trying. Hopefully the following guidelines will be helpful to you and your achievements.

Setting Up Your Work Environment

The BTMappack has been set up to closely follow the structure of the stock setup in Legends itself. Over several versions all extra redundant material has been eliminated and all commercial material as well. Many aspiring mappers are also avid players. Unfortunately not all servers will be running the latest mappack and latest version of Legends. If a player has been using his current copy of Legends for a while they will likely have a number of conflicting files in their data folders that will interfere with their ability to produce a “clean” map free of files that would not be allowed in the mappack or Legends itself. This copy may also have the same files, such as texture files, in multiple places which will also cause problems later on. With that in mind I would suggest that those of you who are serious about creating maps for the BTMappack and Legends consider setting up your work environment separately from your playing environment. You don't have to do this, its your choice.

Basically this involves using 2 copies of Legends, one for playing, and one for working.

Setup one copy of Legends as you would normally. This will be your playing copy. You likely already have this copy at this point. Create a folder in your system and call it something like “Playing_Legends” or whatever works for you. Cut and Paste the entire directory structure of Legends into the folder you just created. Since we have both Linux and Windows users playing this game the locations of the Legends folders can vary widely and I won't even attempt to try to cover all the possible variations here.

After you have moved all the Legends folders setup a completely fresh copy of Legends. Update it to the latest version. Start Legends to confirm its working but do not use it for joining servers. This copy will just be for working on your maps, nothing else.

Next download and install the latest version of the BTMappack. The BTMappack comes as a .unf file which is just a .zip file that has been renamed for Legends. You may want to rename that file to BTMappack-1.05.zip (change for newer versions of the mappack of course) and unzip the file into the proper location. In Linux that would be /home/.legends/legends/. The BTMappack-1.05.zip file is just the “data” folder that goes in that location. In Windows that would normally be C:\program files\legends\legends\.

Now create another folder in your system. Call it something like “Mapping_Legends”.

Cut and Paste your mapping copy of Legends into this new folder.

When you want to play use your copy of Legends located in “Playing_Legends” and cut/paste it into the proper locations for Legends in your system.

When you want to map use your copy of Legends located in “Mapping_Legends” and cut/paste it into the proper locations for Legends in your system.

Be sure to move the other copy before doing either of these actions to avoid overwriting your copies.

Thats it. By following these examples you will insure that whatever you create remains free of any files that would cause conflicts with the mappack or Legends itself. Of course, if you think you can do it with one copy, you are welcome to skip this whole section.

The Basic Rules for Submission to the BTMappack

1. Content

Any maps that are submitted must be free of any commercial material. Any material not created by the author of the map, from outside sources for instance, such as textures, models, skyboxes, etc. must be accompanied by a text file containing the licensing the original author wishes for their material clearly showing that the original author will allow the use of that material by others. If you are not sure about what I am referring to take a look at the mappack itself for several examples.

2. Map Naming

All maps submitted to the mappack will use a “BT” naming convention, for instance:

“My Godlike Map”

becomes

“MyGodlikeMapBT”

Note also there are no spaces in the name.

There are two locations for map names. One is the actual file itself. The other is in the following section of the maps .mis file. For instance:

Incorrect Version

new ScriptObject(MissionInfo) {
       name = "My Godlike Map";
       numTeams = "2";
       missType = "CTF";
       missionGravity = "-42";
       author = "SomeGuy";
       loadimage = "loadscreens/my god like map.jpg";

Corrected Version for BTMappack

new ScriptObject(MissionInfo) {
       name = "MyGodlikeMapBT";
       numTeams = "2";
       missType = "CTF";
       scoreLimit = "8";
       missionGravity = "-45";
       author = "SomeGuy";
       desc0 = "First team to eight flag captures wins.";
       desc1 = "Credits: Inspired by Zeus, Models by Krun";
       loadimage = "loadscreens/mygodlikemapbt.jpg";

Note the lack of spaces in names and that the corrected version is exactly the same as the actual corrected file name. Server admins will thank you for this. It will be much easier for them to get the correct name in map rotation lists. As well any new map submitted will follow a very simple testing name format. If we have just newly submitted the above map example to the BTMappack it will have the following name:

“MyGodlikeMapBTt1”

“t1” stands for test 1.

All maps will go through a testing period and the names used will reflect that the map is still in testing. As I mentioned earlier I do not use a personal bias when reviewing maps for the mappack. I am more interested in how technically correct the map is. The one thing I have learned from the last couple years of experience gained by working on the mappack is that no matter how good you think your map is, or how perfect, its NEVER perfect. There is ALWAYS some little detail that will jump out later that you overlooked no matter how hard you tried to “fix” everything. Take that for granted. It comes with the territory. By using the “t1” naming approach you have the chance to make gradual adjustments to issues you may find later before you have locked yourself in to the final version. It may require a “t2” or “t3” or more. Thats ok. Eventually when you and I are satisfied its finished the map will be named “MyGodlikeMapBT” and will be considered finished.

Additionally the maps .ter file will use the same name except in the case of “serverside” maps which will be discussed later.

3. Gametypes

The mappack is meant to be a close companion to Legends itself. As such all maps submitted should be a gametype that is actually part of stock Legends. Not a custom gametype someone whipped up. Additionally, in regards to some of the gametypes, for instance Deathmatch. Please don't just submit a terrain file and call it a “deathmatch” map. Even though I won't get in the way of your map ideas I do expect that there is actually an IDEA in the map to start with. An empty terrain with a skybox is NOT an idea.

4. Gravity

All maps are set to -45 for gravity EXCEPT LowGrav maps. This setting is in the section of the .mis file shown in #2 Map Naming section from above. A 'LowGrav” map would be a map that purposely uses a lower gravity setting. Currently there are no LowGrav maps in the mappack but there have been in the past. This might be a map that has its setting on a Moon that has very low gravity compared to normal. I normally use “LowGrav” in the map name to indicate this difference. At this time stock Legends maps use -45 as the gravity setting. If this setting changes in Legends in the future all maps in the mappack will change to match it.

5. Authors Credits

In most cases, many of the maps that will be submitted may borrow content from existing maps in the mappack or from Legends itself. All new maps need to show credits for any authors material used where known. That is done in the same section of the .mis file as shown in #2 Mapping Names. Review the various mappack maps if you are unsure of how to do this.

6. New Content

I welcome new content to the mappack. This could be textures, models, skyboxes, maps themselves and other types of material. If you are submitting a map that contains completely new material that was not previously in the mappack, or just separate texture or other files, be sure to take a close look at how the mappack file structure is organized. Your map and its material should use the same basic file and folder layout. Even though it doesn't take too long to reorganize a map after submission it would be better if all of that is done prior to submission. Any new content being submitted by an author should include a readme text that clearly states the authors intentions with regards to use of their original material and should be included in the folders that are used to store the various files that make up this material. If you are unsure on how to word one of these files open the mappack and take a look at the various other readme files that are contained in the mappack for other authors material.

These are the basic guidelines I currently use to determine whether a map can be submitted to the mappack. They may likely change in the future and those changes will be added into this document.

Tips and Tricks, Things To Think About

After spending two years on the mappack I have learned a few things that might be of use to you out there wanting to create maps. I don't claim to “know it all” but no one really does know it all when it comes to creating maps and the content needed for them. The following will in no way attempt to give you everything you would need to be aware of to create a map from start to finish. Theres simply too much to learn and as I said, I don't know it all and what I do know would take too long to explain here. Much of it you will have to discover on your own, as I did. The following will point out a few areas to be aware of that I see missed constantly in maps.

The .Mis File

The ”.mis” is the companion file to the ”.ter” file that comprises the basic instructions for running your map in Legends. The two files contain the pointers to all the content used in your map. The .mis file is a simple text file that can be opened and edited in any standard text editor and is broken into sections with each section pertaining to various aspects of your map such as map name, sun direction, sky etc. Below I will list some of the sections and a few items I have found to be issues in various maps.

1. new ScriptObject(MissionInfo) {

Discussed in the #2 Map Naming section above. Below is another example from one of the maps in the mappack “DangerousCrossingBTv1” which will be used for most of this section.

new ScriptObject(MissionInfo) {
       scoreLimit = "8";
       numTeams = "2";
       name = "DangerousCrossingBTv1";
       missType = "CTF";
       missionGravity = "-45";
       author = "<LPB>Bear";
       loadimage = "loadscreens/dangerouscrossingbtv1_load.jpg";
       desc0 = "First team to eight flag captures wins.";
       desc1 = "Credits: Inspired by Tribes 1, Models by Krun";
       descLines = "2";
 };

There is one line I would like to mention here:

scoreLimit = “8”;

If you were to leave this line out of this section Legends would use its default scorelimit of 5 points to win. You can set this line to any score amount you wish and your map will play until that amount is reached by one team or the server time limit is reached. Even though you could set this to some high number you should be thinking about how this might affect players who are playing your map. There are a few factors to consider before you decide what level to set this scorelimit. For instance:

How large is your map?

If your map is smaller and the distance between bases not too great, players will have an easier time of going from base to base, capping the flag, staying supplied etc. If the map is larger and bases farther apart all of this will take more time and require more effort by players. Generally, if your map is smaller, you can use a higher scorelimit without losing the games energy in the map. On the other hand, if the map is larger, perhaps you should take into consideration the extra time and effort required for each point score and reduce the scorelimit to the default of 5 points.

How “Extreme” is your map?

Some maps require more skill than others. A map like “BloodRedSunBTv1” (in the mappack) is an example of an extreme map, Its terrain is very rough with deep small valleys. Even though the distance between bases is small, with its extreme terrain, its simply a very tough map to play. Keep the scorelimit low in an “extreme” map like this. Perhaps the map is on the other end of the skill required scale, for instance “Ocular”. (from stock Legends) This is a fairly easy map to play, easy skiing, good visibility, very exposed flag position, no defensive turrets, etc. This map can easily support a higher scorelimit without players noticing that the map might be taking longer to win and becoming bored or frustrated.

Some maps might even support higher scorelimits. It all depends upon the map in question and how players react during gameplay. I would suggest you consider using your early test versions of your map to “feel” this amount out before locking the amount in on your final version.

2. new MissionArea(MissionArea) {

This section sets the boundaries of the playing area in your map. Various gametypes handle this differently from the players point of view. This can be edited in the GUI map editor as well as by using a text editor. Here is what it looks like.

new MissionArea(MissionArea) {
    area = "-1296 -688 1536 1760";
    flightCeiling = "300";
    flightCeilingRange = "20";
       locked = "true";
 };

The one line I want to mention here is the following:

area = ”-1296 -688 1536 1760”;

Each number listed represents a direction on the compass as follows:

  1. -1296 = Western Boundary
  2. -688 = Southern Boundary
  3. 1536 = Eastern Boundary
  4. 1760 = Northern Boundary

I found that this basic information was listed no where on the Internet when I went searching for it and had to figure it out myself. Its not earth shaking info but may help out quite a bit when manually editing this section.

3. new Sky(Sky) {

This section deals with the skybox, fog settings, wind direction, day/night rotations etc. There are a lot of variables in here that will greatly affect how your map plays and looks. Here is what it basically looks like:

new Sky(Sky) {
    position = "336 136 0";
    rotation = "1 0 0 0";
    scale = "1 1 1";
    materialList = "~/data/textures/skies/spindrift_northeast/spindrift_ne.dml";
    cloudHeightPer[0] = "0";
    cloudHeightPer[1] = "0";
    cloudHeightPer[2] = "0";
    cloudSpeed1 = "0";
    cloudSpeed2 = "0";
    cloudSpeed3 = "0";
    visibleDistance = "670";
    fogDistance = "50";
    fogColor = "0.700000 0.800000 0.950000 1.000000";
    fogStorm1 = "0";
    fogStorm2 = "0";
    fogStorm3 = "0";
    fogVolume1 = "6000 0 600";
    fogVolume2 = "8000 601 1000";
    fogVolume3 = "12000 1001 1200";
    fogVolumeColor1 = "128.000000 128.000000 128.000000 -222768174765569861149077900047473967104.000000";
    fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000000";
    fogVolumeColor3 = "128.000000 128.000000 128.000000 -170698929442160049016675429178998259712.000000";
    fogTintSky = "1";
    windVelocity = "1 1 0";
    windEffectPrecipitation = "1";
    SkySolidColor = "0.500000 0.500000 0.650000 1.000000";
    useSkyTextures = "1";
    renderBottomTexture = "0";
    noRenderBans = "0";
    useDayNightCycle = "0";
    timeScale = "0.005";
       locked = "true";
 };

There are some areas I am still a little “foggy” (heh heh) on but I really only want to mention 2 sections that I think are important to be aware of.

#1.

visibleDistance = “670”;

fogDistance = “50”;

Many players may have experienced the infamous “Black Bases” issue while playing Legends. Even though some of this is caused by the players video card quality and resolution settings, you can help to reduce this issue by using more conservative settings here. I have found that setting the visibility too high tends to not only cause this issue but also reduces the performance players experience while playing your map on a server. Normally, if your visibility setting starts hitting 1000 players will start to feel sluggish on your map. Remember, it can vary widely from map to map and using your early test versions to feel this out will help you find a reasonable setting that will work for the larger number of players. As well the fog setting can have a big impact of how nice your map works. Experiment with this until you find a nice medium between performance and decent looks. Unfortunately you can't satisfy every players hardware out there. Some are simply running older video cards or using settings that are minimalized to give them better performance on servers. Maps that have nice “eye candy” will probably not work for these players. You will have to be your own judge in this area.

#2

renderBottomTexture = “0”;

This one is rather simple but I have seen this overlooked by mappers, including myself, several times. This setting simply turns on the rendering of the bottom texture in your skybox. In most cases its not noticeable. It some cases it creates an ugly texture that seems to pop out of nowhere as you jetpack up in altitude. I can't think of a single reason for this to be on in a map. I suppose there might be but nothing comes to mind. Settings are:

renderBottomTexture = “0”; (off)

renderBottomTexture = “1”; (on)

Do your map a favor, leave it off.

4. new Sun(Sun) {

This section controls your lighting directions, general atmosphere color and level of ambient light and its color in your map. It looks like the following:

new Sun(Sun) {
    direction = "-0.807486 0 -0.589886";
    color = "1.700000 1.700000 1.800000 1.000000";
    ambient = "0.100000 0.100000 0.200000 1.000000";
       scale = "1 1 1";
       position = "0 0 0";
       rotation = "1 0 0 0";
       locked = "true";

The one line I want to point out here that I see constantly wrong in maps is the line concerning lighting direction.

direction = ”-0.807486 0 -0.589886”;

I not even going to try and explain this completely because I don't completely understand it myself nor do I want to. All I am interested in is that the lighting is correct for your map, meaning, if the Sun is at 10 a.m. in a northern sky your lighting appears to come from there and your shadows are being cast in the right direction. Many of the stock Legends maps were wrong when I first started working on the mappack as well as almost every map in the mappack. Both have since been corrected. For those of you who are into self abuse use the following link for a detailed explanation of how to correctly figure this out.

http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/ (see ” Section Three: Matching the Sun Direction to the Sky Images”)

Woohoo! Just what I want to do, relearn math! (note the very useful additional information on how to create a Skybox using Terragen on this same webpage)

If you are using one of the skyboxes from Legends or the BTMappack all lighting directions have been listed in a text file called sun_directions.txt. That file is in the full version of the BTMappack and in the downloads section pertaining to maps on the Legends main site. If you are creating your own skybox give my “Bears Lazy Sun Directions” method a try. No math needed, just common sense.

1. Add your custom skybox to your map by editing the line in the “new Sky(Sky) {” section of the .mis file something like the following:

materialList = ”~/data/textures/skies/someguy/west/mysillysky/mysillysky.dml”;

2. Copy/Paste the following section into your .mis file right under the end of your “new Sun(Sun) {” section and above the “new TerrainBlock(Terrain) {” section. Pay strict attention to the brackets and their placements. They indicate the boundaries of sections.

new fxSunLight(sun0) {
    position = "0 0 0";
    rotation = "1 0 0 0";
    scale = "1 1 1";
    Enable = "1";
    LocalFlareBitmap = "~/data/lighting/corona";
    RemoteFlareBitmap = "~/data/lighting/corona";
    SunAzimuth = "0";
    SunElevation = "30";
    LockToRealSun = "1";
    FlareTP = "1";
    Colour = "1.000000 5.000000 1.000000 1.000000";
    Brightness = "0.2";
    FlareSize = "0.75";
    FadeTime = "0.5";
    BlendMode = "0";
    AnimColour = "0";
    AnimBrightness = "0";
    AnimRotation = "0";
    AnimSize = "0";
    AnimAzimuth = "0";
    AnimElevation = "0";
    LerpColour = "1";
    LerpBrightness = "1";
    LerpRotation = "1";
    LerpSize = "1";
    LerpAzimuth = "1";
    LerpElevation = "1";
    LinkFlareSize = "0";
    SingleColourKeys = "1";
    MinColour = "0.000000 0.000000 0.000000 1.000000";
    MaxColour = "1.000000 1.000000 1.000000 1.000000";
    MinBrightness = "0";
    MaxBrightness = "1";
    MinRotation = "0";
    MaxRotation = "359";
    minSize = "0.5";
    MaxSize = "1";
    MinAzimuth = "0";
    MaxAzimuth = "359";
    minElevation = "-30";
    maxElevation = "210";
    RedKeys = "AZA";
    GreenKeys = "AZA";
    BlueKeys = "AZA";
    BrightnessKeys = "AZA";
    RotationKeys = "AZA";
    SizeKeys = "AZA";
    AzimuthKeys = "AZ";
    ElevationKeys = "AZ";
    ColourTime = "5";
    BrightnessTime = "5";
    RotationTime = "5";
    SizeTime = "5";
    AzimuthTime = "5";
    ElevationTime = "5";
 };

This new section adds a Sun “flare” to your map. Note that one line in this section says:

LockToRealSun = “1”;

This line locks the flare effect to this line in the “new Sun(Sun) {” section of your .mis file:

direction = ”-0.807486 0 -0.589886”;

Hmmmm, thats convenient isn't it? So what you will likely have when you open your map in Legends is a Sun flare sitting somewhere in your skybox that is not located exactly dead center of the actual Sun image in your skybox. How do we fix it? Simply hit alt+e to activate the builtin Legends editor and start adjusting each of the three different numbers in the above line until it lines up dead center on the Sun image in your skybox. Make small changes to one number at a time until you get comfortable with what each number does. Hit the “Apply” button each time to see the flare move to its new position. Maybe you can't see the flare for some reason? Its possible its under the virtual horizon in your map and you won't see it until it comes above it or theres another possible fix you could try.

Change the following line in your “new fxSunLight(sun0) {” section from:

BlendMode = “0”;

to:

BlendMode = “1”; (or alternatively 2)

You should now see a square black box where the flare is. Again start adjusting until this box lines up dead center with your Sun. Once you are satisfied your lighting is correct hit alt+L (lowercase L, used uppercase to avoid confusion here) to activate the lighting change in real time. Your shadows should now be correct. Save your map file before exiting the Legends editor. If you don't wish to use a flare in your map delete the little section we added in earlier by opening your .mis file in a text editor and removing it. Again, pay close attention to where the beginning and end of each section is in the .mis file.

Viola! Your lighting should be correct and you didn't have to (ugh!) relearn math to do it. ;)

5. new TerrainBlock(Terrain) {

As I mentioned earlier, the .mis file and the .ter file act as pointers to all content used in your map. This section acts as a connector between your maps .mis file and the .ter file used in your map. A ”.ter” file is the terrain file used by your map. Below is an example of this section:

new TerrainBlock(Terrain) {
    rotation = "1 0 0 0";
    scale = "1 1 1";
    terrainFile = "./DangerousCrossingBTv1.ter";
    bumpTexture = "~/data/terrains/details/detail_grass";
    squareSize = "16";
    bumpScale = "0.5";
    bumpOffset = "0.02";
    zeroBumpScale = "5";
       visibleDistance = "10";
       hazeDistance = "50";
       position = "-1024 -1024 0";
       locked = "true";
 };

There are a few items in this section I would like to focus on.

terrainFile = ”./DangerousCrossingBTv1.ter”;

The line above determines what .ter file (or terrain file) your map will use in Legends. In the above example we see that the line is pointing to a file named “DangerousCrossingBTv1.ter”. For the map to function properly this file must actually exist in the location specified. If it is not there players joining the server will find themselves spawning in an empty space with no terrain beneath their feet. This line is also used to determine whether a map is “serverside” or “custom”. A true serverside map normally requires little or no downloads for players joining a server. One of the common problems I have seen repeated many times in maps from the mappack and Legends itself is forgetting to check this line before actually releasing the map.

Lets assume that your intention is to create a “serverside” map that requires no .ter file to be downloaded by a player when he joins a server. Lets also assume you are going to base your serverside map upon the stock Legends map, “Desolate” but you you will be calling your map “Desolatte”. (maybe you're into coffee, who knows ;) ) So you begin your map creation the normal way by opening up Desolate and activating the builtin Legends map editor and doing your thing, moving new bases in, etc. You quit for the first day satisfied with its progress and save your new map as “Desolatte”. (you did remember to save didn't you?) You come back the next day, and the next, and the next until eventually, you decide its finished and save it one final time. Woohoo! Your new serverside map “Desolatte”, based on “Desolate” is ready for primetime. You upload the .mis file to a server and wait expectantly for it to load when you join the server. It loads, all is good. :)

Wait a minute!

Wheres the terrain?

Don't feel bad. This mistake happens to everyone, including me and the Legends Devs. You forgot to check that line I mentioned earlier. Below is what your .mis file says on the line:

terrainFile = ”./Desolatte.ter”;

Below is what it SHOULD say to be a “serverside” map based on the stock Legends map “Desolate” requiring no download from players:

terrainFile = ”./Desolate.ter”;

Ok, heres what happened. When you save a map in the builtin Legends editor its default behavior is to not only save your .mis file with the name you chose, in this example “Desolatte.mis”, but it also creates and saves a new .ter” file with the same name as the new .mis file, in this case “Desolatte.ter”. If you took the time to examine your .mis file you would find that line is also changed to reflect the new .ter file that was auto created by the Legends editor. This is fine as long as you are still working on the map, but, when you finally finish the map and decide to release it, you must go back and manually edit that line to point at the actual .ter file you intended to use to make it “serverside”. That way you can release a single .mis file as your “map” and have it not require a .ter file download from players joining a server. I know this sounds basic and simple but you would be surprised how many mappers have made this mistake.

squareSize = “16”;

The normal default for this line in Legends is:

squareSize = “8”;

This line controls how large the terrain “squares” are in your maps terrain. You could use “4”, “8”, “16”, etc although higher numbers may be impractical. Normally “8” will be fine for most maps but there is a reason “16” was used in the above example from “DangerousCrossingBTv1”. Legends uses a scale that is somewhere around twice as large as what was used for Tribes. (not sure if it is exactly twice as large but it is somewhere close to that) What that means is that a terrain, that might have seemed very spacious in Tribes will look very squeezed and small in Legends. All of the Tribes 1 recreations in the mappack use a set of heightfields that are available on the Internet.

http://www.team5150.com/~andrew/project.tribes/terrain/

While these would have worked fine if they had been used with Tribes 1 or Tribes 2, they looked undersized when used in Legends with its default squaresize of 8. The only way to make them look remotely correct was to increase the size to 16 which gives the terrain that nice spacious look that we were used to seeing in Tribes. Unfortunately, there are some downsides to doing this, one of them being that waterblocks do not work correctly with squaresizes of 16 in the current version of Torque being used for Legends. If you choose to alter this line just be aware that it may affect other areas of your map, especially if you plan to use water in your map.

to be continued...Bear 9-27-2007

“On The Shoulders of Giants” — Bear 2-9-2006

Legends is a great game that was created by people who obviously love the “Tribes” style of gaming. Before Legends could even exist there were the folks at Garage Games who created the Torque engine used for Legends. Also the original and current developers spent a great deal of time creating and getting the game to this point. In addition to their efforts, other people created all the content, graphics, and maps that we all enjoy playing so much. In addition to the above people, a whole other set of people have taken the time and effort to set up the servers that allow us even have a place to play. For us as players to even be able to enjoy this game required the time, effort, and yes, the money of several idividuals we will most likely never meet in person. In a way, every time you play Legends, you are standing on the shoulders of giants who were generous enough to give of themselves so that you and others could play this game.

While playing Legends I quite often hear players complaining about this or that missing feature who seem to be unaware of how much time and effort has been so generously given to allow them to play this great FREE game. In my opinion these kinds of players need to have bullseyes painted on their genitals and be forced to repeatedly run naked through a gauntlet of wet towel wielding sadists until a clue about the meaning of the words THANK YOU sinks into their selfish brains. And please, do not allow these egotistical morons to create ANY children who might carry on their self centered ways until they figure this out! Mankinds gene pool has already suffered enough damage from industrial pollutants and the like without them adding any further problems thank you.

This mappack is my way of saying thanks to the generous individuals who created this great game and content as well as contributing something back to the Legends community.

I would like to thank all of the people who created the maps in this mappack. Thanks go out to

Defender Uthr Knochensage Wraith Pincelli Theyranos Bramage Jim Bodkins Nilfilter diskreet Pakocino Lnxusr Himura DonnyKrun (thanks bud!) :)

If I have missed anyone's name please contact me and I would be happy to make sure you get the well deserved credit for your efforts. :)

For their various contributions that helped me with server settings and the testing and eventual distribution of this mappack, I would also like to thank

Knochensage Theyranos Ender Davean Lnxusr Ilys TerroX

and ESPECIALLY those developers who spent so much time and effort creating Legends in the first place.

Thanks to ALL of you! :)

 
addons/map_files/btmappack/readme.txt · Last modified: 2008/07/03 19:09 (external edit)