Annihilation Map Requirements

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JJ
Developer
Posts: 452
Joined: Tue Feb 14, 2025 1:09 am

Annihilation Map Requirements

Postby JJ » Thu Jul 10, 2024 11:49 pm

NOTE: Before attempting to add any of these entities, please get lambdawars.fgd from common/Lambda Wars/lambdawars folder and use it to have all these entities working and editable.

Alien Swarm Mapping Differences
  • Skybox and other brushes that enclose your map must be tied to a single func_brush named "structure_seal".
  • Water must be tied to another func_brush named "structure_seal" too.
Players and Spawns
  • info_start_wars defines the spawn position. Assign an owner number for each player.
  • info_player_wars can be placed anywhere. Add one for each info_start_wars and assign an owner number.
Player Bounds
  • Surround your map in brushes textured with toolsplayerclip and tie it to func_map_boundary. This defines the playable area. It acts like a cage.
  • The height doesn't matter, it's automatically clamped in game but don't make it too low.
  • The bottom should be ground level. For cliffs and hills to affect the height you must create brushes with the playerclip texture and tie them to the same func_map_boundary.
  • Brushes and terrain by themselves do not affect the camera height.
Adding Control Points
  • Requires control_point entity and trigger_capture_area brush entity.
  • Give your control_points different names and give the control_point property for each trigger_capture_area the corresponding name.
Adding Scrap
  • Entities are scrap_marker and scrap_marker_small.
  • Make sure you have the correct type in the unit type property.
Buildings
  • Roofs cover the building with three brushes textured with blocklight, block_los, and npc_clip.
Flora
  • To add flora save your vmf into the lambdawars/mapsrc folder and open your map in game.
  • Use the wars_editor console command to start the flora editor.

Also, can someone sticky this? I can't find out how.
mapper
PlanetaryCombat
Posts: 2
Joined: Tue Jun 23, 2024 5:48 pm

Re: Annihilation Map Requirements

Postby PlanetaryCombat » Tue Jun 23, 2024 5:49 pm

bump to keep this at the top
Last edited by PlanetaryCombat on Tue Jun 23, 2024 5:52 pm, edited 1 time in total.
PlanetaryCombat
Posts: 2
Joined: Tue Jun 23, 2024 5:48 pm

Re: Annihilation Map Requirements

Postby PlanetaryCombat » Tue Jun 23, 2024 5:52 pm

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ProgSys
Developer
Posts: 227
Joined: Mon Dec 17, 2024 10:24 pm

Re: Annihilation Map Requirements

Postby ProgSys » Tue Jun 23, 2024 8:42 pm

PlanetaryCombat wrote:bump to keep this at the top

I made it sticky so now it is always on the top.

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