Call to Arms

Call to Arms

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How to Upload a Map/Mod to Steam Workshop
By The Old Relic
This guide outlines the process I use to make a Multiplayer map ready for upload to the Steam Workshop. This guide will not show you how to design a map however the link below will.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=426525938
   
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Creating the Map Folders
For a Call to Arms map to successfully load into the vanilla (standard) game it requires a certain folder structure.
My first step when starting a new map is creating the folder structure for upload to the workshop.
In the image below, the red outline shows the path to the map folder. This is where the Call to Arms Editor saves maps that you create by default.
In this map folder I create a parent folder and name it, in the example below I have named the parent folder smolensk as shown in the blue outline.
Inside the Smolensk folder there should be a localization folder, resource folder and mod.info text file as shown in the image below.












Localization Folder
This folder contains a mission.lng text file as shown below.
To the best of my knowledge, the mission.lng text file contains the map names as they are listed in the map menu when hosting a game. It is here you would add your map name. The best way to create this is to download an existing map that someone has created and copy their mission.lng file into your localization folder and add your map name to the list and save it. The example below is what a mission.lng file looks like.





















Mod.info
This is a text file that contains important information about your map. In the below example you can see a line for the map name, a line for the map description, a line stating the minimum game version that can play your map and a line stating the maximum game version that can play your game. Note: The maxgameversion line requires updating to make your map compatible with newly released vanilla game updates. In the example below, the map can be played by all versions up to and including 1.005.0. I usually place a number in here that is a few versions ahead of the current version.




Resource Folder
This folder contains a folder titled map as shown below
which contains a folder named multi as seen below
which contains a folder named similar to the example below using your map name. It is inside this folder where you will store your map files when saving your map
Creating your Map files
I now go into the editor and create my map. At this stage, all i want to do is start a new map with the size i want and add a base texture. I then save (using save as) this map in the folder i created as shown in the below pic.The blue outline shows the path to the 2v2_Smolensk folder i created in the previous chapter. The white outline shows the actual Smolensk folder where the map files will be saved. Note: As you have already created the map name folder it may ask you if you wish to overwrite, if so, select yes. This will simply save the folder as the same name and include the map files.
Close the Editor and view the map folder. You should see that the base map files have been added to the map folder as shown below.

Creating the Mission Files.

The simplest way to create the game mode mission files is to copy mission files from an existing vanilla map. To do this, open the Editor and create a new map.
Once the new map opens press F3, this will open the mission editor screen. Press Escape and load a mission file from a map that supports the type of game mode you want.
In the series of pics below i will select a 1v1 Last Man Standing (Amunition) mission file from the 1v1 Bridge map in the vanilla game.
After pressing escape and load i select the multi folder as seen below
I then select the 1v1_bridge file as seen below
Inside the 1v1_bridge file are the mission files that are playable for that map in the vanilla game as shown below. In this example you will see ammunition (Last Man Standing game mode), battle_zones (Domination game mode) and Heroes game mode mission files. For this example i select ammunition as i want to create a Last Man Standing Map
The mission and map you selected will now load in F3 mode. As you can see below.










Once loaded, press escape and save. This will save the mission file only to the following file path:
Call to Arms/resource/map/multi/"name of the map where you saved the mission files from
as shown below. Note i saved both the Last Man Standing and Domination mission files.
Close the Editor.

Now select both mission files and copy them to your original map folder you created in chapter 1. As shown below.

Open the Editor and load your original map. Once loaded press F3 and load the mission file that you copied across. The mission file should appear by default as seen below.




This will now load the mission file into your map as seen below. You can see the spawn points for each team, the flag point for each team and the ammunition zones that will appear during the game. You can now move any of these around your map as you want. Once you have finished moving them, save the mission file in F3 mode.

Once saved, press escape and unload the mission file.
Press F2 and start designing your map around your spawn and capture points remembering to save along the way. It is always helpful to load your mission file to see if your design suits your capture points etc. Remember to unload the mission file when finished with it.

Next chapter will show how to add the map.info file, header and preview images.


Adding Map.info, Header and Preview Images.
Map.info
This is a text file titled map.info. It sets the min and max players for the map and the default camo for your units.
This file is placed in the same location as the map files you created earlier. The blue outline in the pic below shows the exact location within your map folder.
Below is an example of what the map.info file should look like. The easiest way to create it is copy a map.info file from a map you have downloaded off the workshop, paste it into the your map folder and edit it to reflect your map setup.
In the example below, the various lines identify my user name, the games max players (the number here must be no higher than the amount of spawn points you have), the texture modification (details the default camoflage scheme for your units) and the min and max players for ranked games (note that ranked games are not available in Call to Arms at this time Aug 2018)

Header
The header.jpg is located in the same directory as the map.info file as shown in the top pic of this chapter. The header is the picture a player sees at the top of the server lobby when they join a hosted game. The header is also the picture seen when a player presses escape in game.
The pictures below show the header for both locations. It is important to ensure your header is not too high otherwise when a player presses escape, the header will cover the back,options and close buttons on the escape screen. As a guide, the header in the below pic is 1485 long by 500 high.
and

Preview
The preview.jpg is also located in the same directory. This is the image the player sees during the loading screen after the host has pressed start in the server lobby. The dimensions of this file can be whatever you want but it is important to know that the image will be stretched to meet your screen size, so dont have it too small or it will look grainy.

Hope this helps.
Uploading your Map
This chapter will cover the process of uploading your map to the Steam Workshop.
Uploading to the workshop is done using the Call_to_Arms_Workshop.exe file found in Call To Arms/binaries/x64. As shown below. As this is an executable, it wont work if you have the editor or game open.


Double click on the executable to open the DMS Workshop Uploader. When it opens you will see the screen shown below.
The area outlined in orange displays your existing items presently on the Call To Arms Steam Workshop.
The buttons to the right do the following.
Create
Use this button when you want to upload a new item to the work shop. When you click this button, the screen shown below will appear.
Upload Directory:
This identifes the directory where the map/mod you wish to upload resides on your computer. Click the small radio box to the right to browse for your map directory.
Preview Image:
This is the image players see when browsing through the workshop looking for maps/mods. It must be 512x512 pixels in size or it wont work.
Tags
You can set the tag to identify your map or mod in the steam library. This assist players finding your map/mod when they do a refined search based on tags.
Title
Sets the name of your map/mod as you want it displayed in the Steam Workshop
Description
Describes your map/mod once uploaded to the Steam Workshop
Visibility
Sets the visibility of your map/mod once uploaded to the Steam Workshop. The default is hidden and can be changed in the Steam Workshop also.
Contribution Agreement
Must be ticked to upload
Publish
This is the button you click when all fields are completed. If any fields are not completed you will not be permitted to publish your map/mod.

Edit
You click on edit to upload a map that already exists on the Steam Workshop. Once you click edit, it will ask you to select an existing map from the list that you wish to edit. Once you select the map name the below screen will open.

The only field you need to edit in this screen is the upload directory. Once again, this is the location of your edited map on your computer. It will overwrite the files that you changed in your map directory on your computer.
Note: When you publish an edited map, the visibility will once again default to hidden. You will need to change this for people to see your map/mod.

Edit Mod.info
The Edit Mod.info button allows you to quickly edit the mod.info files of your maps on your computer. This is particularly useful when you need to update your maps when a newer version of the game has been released. Insted of going into each map on your computer, you can simply select their location and edit the mod.info via the uploader. An example of what you can change is shown in the pic below.

Once again, remember that when you click submit it will set your item to hidden by default in the Steam Workshop.

Remove
This button removes your item from the Steam Workshop. Before doing so, ensure you have a copy saved somewhere on your computer.

And that is it for the Uploader.
8 Comments
Gorgazor 26 Feb @ 3:14pm 
Ola, super glad I found this tutorial. However, I am unable to aquire the gamemode files from other maps, when I save them as explained in the tutorial, they don't get stored on my local machine.

Is there a workaround for this?
RaspyGodzilla 2 Apr, 2023 @ 12:35am 
cant seem to be able to get to the files of maps that I download, can you paste the stuff for the localization folder and the mod.info folder?
MajorChimera745 17 Jun, 2021 @ 7:50am 
i got the basic version and want to play mods, but their not working. can you make a guide on how to get mods to work?
The Old Relic  [author] 29 Oct, 2018 @ 12:46pm 
The editor is in the free game. Whilst you can make a map you cannot play it as the mission maker is not available in free game. All paid versions of game have the mission maker and map maker. Just right click on game in steam library and click on editor.
gerrit_wiersma118 29 Oct, 2018 @ 12:17pm 
M8 how can i make maps Do i need to buy something?
tAnK_SkULL 16 Aug, 2018 @ 8:06am 
Ah ok. Cheers for those tips m8. It means a lot. Your guide is very self-explanatory and a smashing read to. Exactly what I have been looking for. All the best.

The Old Relic  [author] 16 Aug, 2018 @ 12:40am 
Hi tank, any spawn point will support AI bots. The host can select them as an option in game by right clicking on the player slots and selecting the bot difficulty. When the map starts, bots will spawn on the pre placed spawn points. As far as i know, bots will only spawn where spawn points are placed in a standard MP map. You would need to do scripting for AI bots to appear in different areas of the map. Scripting is something I dont know much about. TJDagger could perhaps help you there.
tAnK_SkULL 14 Aug, 2018 @ 7:38pm 
Thank You for this wonderful informative guide. Two questions. Could you add a guide on how to put together a mp map for players to have the option to fight AI bots in multiplayer or coop? And also, how to create random spawn points for AI bots as well? But yeh, looking forward to the next chapter. Great stuff m8.