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madk
5th November 2012, 03:17
Contents

Chapter I. Configuring Hammer
Chapter II. Creating and Testing Your Map
Chapter III. Tips


Chapter I. Configuring Hammer

To begin mapping the first thing you must do is configure Hammer, the tool with which we map. To do that, in your Steam library, click the drop-down that says "All Games" and select "Tools".
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/tools.png)

Run "Source SDK".
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/sourcesdk.png)

And a window will pop up. In the dropdown menus at the bottom of the window, select "Source Engine 2006" and "Half-Life 2: Deathmatch".
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/sourcesdkwindow.png)

Double-click the "Hammer Editor" option at the top and your handy-dandy mapping program, Hammer, will pop up!

Go to Tools > Options in the new window to start messing with the settings.
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/toolsoptions.png)

To add a new game setting, you'll want to click the "Edit" button right next to where it says "Half-Life 2: Deathmatch" at the top of the window. Click "Add" in the new pop-up, type in "Hidden 4B", then click "Ok". Click "Close" in the window where we previously clicked "Add". Now comes the fun part. You need to fill in all the dialogs. Here's a screenshot of what it should look like in its finality:
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/hammersettings1.png)

For the Game Data files, you'll need to click "Add" and navigate to and select the file "[Steam Dir]\steamapps\sourcemods\hidden\bin\hidden.fgd" and then do the same thing for "[Steam User Dir]\sourcesdk\bin\ep1\halflife2.fgd".

Make sure Texture Format has "Materials (Half-Life 2)" selected and Map Type has "Half-Life 2" selected.

It's a good idea to set the Default PointEntity class as "info_marine_spawn", make sure the Default SolidEntity class is "func_detail", the Default texture scale is "0.25", the Default lightmap scale is "16", and Cordon texture is "BLACK".

The Game Executable Directory should be "$SteamUserDir\half-life 2 deathmatch", the Game Directory "$SteamDir\steamapps\sourcemods\hidden", and a good Hammer VMF Directory is "$SteamDir\steamapps\sourcemods\hidden\maps\vmf".

And now, for the second group of configuration settings! Select the "Build Programs" tab and fill it in like so.

Again, how it'll look when you're finished:
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/hammersettings2.png)

Select "Hidden 4B" in the Configuration drop-down. Put in "$SteamUserDir\half-life 2 deathmatch\hl2.exe" for the Game executable, "$SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe" for the BSP executable, "$SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe" for VIS, and "$SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe" for RAD. And finally, put "$SteamDir\steamapps\sourcemods\hidden\maps" for the last box.



Chapter II. Creating and Testing Your Map

As this is a guide to mapping specifically for Hidden and not a general mapping guide (because those are available all over the place) I've skipped the whole map-building process. Here's a download link for the small example map shown in the screenshots. (https://dl.dropbox.com/u/10116881/images/hidden/guide/examplevmf.zip) And if you're new to Hammer in general, here's a good website to help you get started. (http://lmgtfy.com/?q=hammer+tutorial)

So, our first map.
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/examplemap.png)

This map contains, in addition to some basic geometry and an utter lack of lighting, exactly eight IRIS spawn entities ("info_marine_spawn"), five Hidden spawns ("info_hidden_spawn"), two spectator cameras ("info_spectator"), two location_brush entities, Jimmy ("prop_physics" with the model "generic\jimmy.mdl"), and an Xbox ("prop_physics" with the model "executive\hr_model_xbox.mdl").

Every Hidden map should have exactly eight IRIS spawns, ought to have no fewer than 3 Hidden spawns, between 1 and 10 spectator cameras, exactly one Jimmy, and one Xbox. One might question, "Are Jimmy and the Xbox really necessary?" The answer is yes. Yes they are. A map without Jimmy is a map without a soul and a map without an Xbox is a map without a heart. Please note: a map with two Jimmys is an abomination and a map with two Xboxes will be annihilated in the Time War. More is not always better.

As to the location_brush entities, they're what define the different areas of the map. Whenever someone touches one their location is set to whatever the actual entity says.

Once your map is ready to be tested in-game, go to File > Run Map.
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/runmap.png)

Ensure the following dialog box is filled in like so. The different options should all list normal.
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/runmapparams.png)

I've personally run into some issues running Hidden from here, so to keep things tidy you might best leave "Don't run the game after compiling" checked.

When you're ready, hit "Ok". A console will pop up and it should look much like this when it's finished:
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/compilewindow.png)

Now it's time to test the map. Run Hidden.
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/playhidden.png)

Press the tilde (`) key to bring up the console. (You may need to go into options to enable this. I believe it's located under the "Controls" tab, but you've got to click the "Advanced" button to get to it.) Type "map <your map>" and hit enter.
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/consolemap.jpg)

Once that's done, in some cases the props in your map will be severely discolored so that they seem to glow white. If this is happening to you then you'll need to type "buildcubemaps" into the console, restart the game, and repeat the previous step.
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/consolecubemaps.jpg)

Now, if you want to test your map, you'll have to add at least one bot to it. Do this by typing into the console "sv_cheats 1" and then, once for every bot you want to have, "bot_add".
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/consolebotadd.jpg)

And now you're ready to test your map!
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/playround.jpg)
Image (https://dl.dropbox.com/u/10116881/images/hidden/guide/pigstuck.jpg)



Chapter III. Tips

- Put a decent amount of prop_physics entities on your map because they add to the fun, but don't overdo it or else you'll muck up the server.
- Try not to make any really blatant areas where IRIS can camp. Nobody likes the vents on hdn_stalkyard.
- Make sure things are well-lit. Total darkness makes for problematic gameplay.
- Map size can be hard to get right. Too small and there's no room, too large and it becomes difficult to get around.
- The Hidden occludes sprites (translation: makes it very easy to see) so it's not generally recommendable to use a lot of them. The same applies to fog.
- More recent versions of Hammer have nicer features. I recommend using a newer version to construct the map and only the older to actually compile it. (In theory you might be able to have the more recent Hammer with settings suitable for compiling for Hidden with but I've not had success there.)

TechWreck
20th November 2012, 01:29
I was wondering if it is possible to make a map without Hl2 because I do not have Half-Life 2 and I was thinking if it was possible to make one without paying the $10 for Hl2. Response would be greatly appreciated. :)