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Pickups are an important part of the game. They range from health and armor to weapons and ammo. In a multiplayer game, pickups are your only means of supplying the player with additional weapons.
Placing these items is very simple. They are entities, and all you need to do to place them in your map is to right-click the 2D window and choose them from the menu.
Selecting a place for your pickups is simply a matter of choice. However, you should consider their placement as you did with the crates. Pickups can be used as lures to encourage players to access different areas of the map and to make players more vulnerable to attack.
Start by placing some armor in the hall between the two rooms. Give players a reason to run though the halls by placing a row of three armor-shard pickups in each elbow of the hall.
1. Right-click the 2D window.
2. Choose pickupOitemOitem_armor_shard.
3. Move the object to the center of the hall and make sure it’s positioned on the floor and not above or under the floor.
4. Duplicate and place another five of these pickups in a row along each hall.
See Figure 12-21 for placement.
In the case of the hall running north and south in your map, the pickups are not facing an ideal direction. They are sitting long-ways, which makes it difficult for the player to see them. To resolve this, you should change the angle at which these entities are facing. I use the term angle because it’s better to change the entity angle than it is to rotate an entity. Some entities won’t respond in the game to the same rotation action that you performed on the crates earlier in this chapter. Pickups are point entities as described in Chapter 3, and these types of entities require angle settings to tell them which direction to face.
Chapter 12: Adding a Few Details 171
Place a series of armor pickups in the hallway to encourage the player to enter it.
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To set the angle of your entity, follow these steps:
1. Select the pickup that you want to rotate.
2. Open the Entity tab.
3. Press the 90 button to rotate the entity 90 degrees.
This reorients the pickup so it’s easier for the player to spot, as you can see in Figure 12-22.
Now that the players have a reason to run through the halls, you are creating a flow for the level. The players have a reason to run from one end of the map to the other end. This encourages interaction between opposing teams and makes for a more enjoyable game. By placing a pickup that restores only partial armor to the players, you are giving them a reason to return for more later when that pickup respawns. In multi-player games, pickups respawn after a few seconds. In single-player games, pickups do not respawn.
172 Part III: Expanding Your Creation
Remember to set the angle of your entities so that they can be easily seen by the player.
You should place some health in the map. The health pickup would do well in a separate location than that of the armor. This means that the players are going to have to choose between grabbing armor or health when they need it, and options like these open up the level to more interaction between the players and the level.