Mapping For Hidden Source

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Mapping For Hidden Source

Postby Boxy on Wed Oct 19, 2005 1:01 pm

Forced I say, forced to sign up. Damn you Wiggle! Right to the point. Some of you are struggling to get mapping for Hidden. Well, as said before, grab the latest install and you will find the FGD in the bin folder. This can be put whereever you like, as you point the Hammer options to point at it. Im sure you Interlopers crew know that much, you are a level design site! Once mounted in the same way as other mods and the HL2 stuff, you will have the following extra entities to play with:

info_hidden_spawn (Point Entity)- Obviously the Hidden spawn point. The team recommend around four spawn points for 617, less and OVR maps get crowded, but you can put more in if you wish, depends on map size. No important flags or fields.

info_marine_spawn (Point Entity)- The IRIS spawn point. We recommend you place down eight, no less and CERTAINLY no more. This is a nine player game at its maximum! Again positoning is upto the level designer. No important flags or fields.

info_spectator (Point Entity)- This is the camera point, and it will also be the position of the actual model camera in the world. The team recommend you only put enough in cover as much of your map as possible, as cycling through camera after camera to find the action (as of B2a) can get tedious. Hopefully first person view IRIS spec cameras wil be in soon and solve this little problem. Most of the official maps have at most eight o rnine cameras, less if possible. No flags but be sure to give the camera a name for the area its looking at, and adjust the FOV if you want the camera to cover more or less space.

hdn_ammocrate (Point Entity) - This is the ammocrate used in the OverRun game mode. DO NOT use this in standard game mode "HDN_" maps! Place down ammo crates at 'suitable places' in your map (i.e. not at end of a dead end so IRIS can camp it!). The team recommend two maximum per map.

location_brush (Brush Entity) - This is where the HUD gets its location information from. Fill out the name of the locationin the field, and when the player passes through this brush the location is updated on the HUD until they touch another location brush. Two schools of thought, the room size brush or the portal brush. We went portal on our maps, meanig you have two brushes at each door, so that as the player passes through either way the hud gets updated with location info.

marine_clip (Brush Enitiy) - A brush that stops ONLY IRIS members passing through, however as of B2a its buggy and SHOULD NOT be used. You will just deny everyone access to the 'fenced off' section.

Few tips, DONT use fog, it makes the HIdden stand out likeno ones business! Sos, thats a bit of easy atomspehere you cant use!

Spirtes are occluded by Subject 617 when he walks in front of them, bare that in mind when banging sprites all over your map.

Physics objects is what makes the Hidden that much more fun than some other mods out there, but dont go mad, you wil llag servers and crash them if you go over the top, Source only supports 1024 entites in a map at maximum.

Make sure you have at least one hidden and one IRIS spawn before you test a map, or it will just crash when you load it up.

Phew! I think thats all, hope that it helps kiddies, good luck, crash on.
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Re: Mapping For Hidden Source

Postby -=[Mayhem]=- on Thu Oct 20, 2005 4:39 pm

I still cant find out where to put the fgd !?

mine is in the "bin" folder in the "sourcesdk" folder, but it dosnt work
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Postby BaRRaKID on Thu Oct 20, 2005 5:05 pm

you need to add the fgd in the Game configurations.
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Postby devil_monkey471 on Thu Oct 20, 2005 6:52 pm

Yes, you have to open hammer, go into options, and under Game Configurations, create a new one for "The Hidden".

Set the FGD file from hidden/bin under the option in hammer, and most of the other stuff is self explanatory. The build programs are the same, but instead of saving maps in your hl2/maps folder, make sure it's in hidden/maps. That way when you launch the game you can start a server with your new map (to test it).
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Postby creamyfeelgood on Mon Oct 24, 2005 7:32 am

Dose anyone know how to get ladders working in Hidden?
I've done everything I can think of but nothing seems to work, I've followed all the tutorials and know how to add propa HL2 Ladders (as aposed to CS ladders) but nothing works!

Is there a known fault or anything or am I just dumb?

I'm probably just dumb!


P,S Its well known I am quite dumb!!! :?
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Postby Deckaux on Thu Oct 27, 2005 7:40 pm

If you're one, so am I.

So please stop calling yourself a dumb, since you're insulting me this way. :)

I repeat the question: How do you build ladders in 'Hidden Source'?
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Postby thoth on Mon Apr 24, 2006 12:31 am

Ok so I go into the options and make a new game config then add the .fdg. I click ok and it says these changes will activate next time u run hammer. I close hammer, open sdk and go down to hidden in the drop box, when I select it the name changes to HL2...
So assuming thats just what it does I open hammer and Ta Dah no new hidden entities...
I have played around it more exactly 23min and 5 seconds!
A little help here?
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