Level Designers:
Duel requires levels specifically designed for the mod.


LEVEL REQUIREMENTS
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1) Each arena should be spatially separate from other arenas, i.e. no connections whatsoever between arenas. You can do this in D3Edit by creating one arena, creating a series of temporary rooms to a second arena, adding the next arena, then deleting the temp rooms, and so on. A built-in advantage of this is that every player should only get movement and firing packets from their opponent (observers don't send packets, so anyone observing the arena would not add lag), even with a full server.

Tip: Arena separation is not absolutely necessary to the function of the mod. You could have two arenas or more in view of each other. As long as there is no possible way for a player in one arena to damage a player in another arena, there will be no problem. However, the aforementioned lag reduction will be lost or lessened, as each player will get movement and firing packets from every other player in view.

2) There can be no more than 16 arenas per level. That's enough for 32 players (2 in each arena) to be playing simultaneously.

3) There must be two named rooms per arena. The names should be of the form "duel1_xxx" and duel2_xxx", so if you want the players to see "Spaceport" on the menu as a location to fight in, your rooms would be named "duel1_Spaceport" and "duel2_Spaceport".

4) There should be one start position in each named duel room.

Tip: Placement of these named rooms and start positions will affect gameplay a lot. As soon as a player can move and fire (5 seconds from when they get to the start position), you can bet they'll have a mass driver ready if the other start position is on a direct line of sight. Most people would probably regard that as a bad thing. Furthermore (at least in the current beta), players with lower ping will "get out of the gate" early, so if you put the starts near each other or on a direct line of sight they will have an unfair advantage.

5) Terrain arenas are fine, as long as the player starts are actually inside of rooms. You can't just put a player start on the terrain itself, because the mod depends on starts being inside of named rooms, and you can't name terrain cells. Support for terrain start points by some other method may be added at a later date.

Other notes:
- currently, the first object in a named duel room MUST be the player start
- "duel1_xxx" is the room observers appear in
- the required keyword for the MN3 is "DUEL"


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