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.
- 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.
- 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.
- 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.
- Entities are scrap_marker and scrap_marker_small.
- Make sure you have the correct type in the unit type property.
- Roofs cover the building with three brushes textured with blocklight, block_los, and npc_clip.
- 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.