Hand Of God Mapping
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Mapping: Mapping for the Hand Of God gamemode |
Description: | Mapping for SnakeFace's Hand Of God gamemode |
Original Author: | Metallics |
Created: | 15th June 2008 |
Contents |
Introduction
This is a guide on how to map for SnakeFace's Hand Of God gamemode created for the 'Science' themed Gamemode coding contest. The thread for it can be found here: http://forums.facepunchstudios.com/showthread.php?t=552132
Whilst this is a tutorial, it assumes a decent amount of Hammer knowledge (anything Gmod specific is explained here).
Calling the Gamemode
This should be done as explained on the Setting default gamemode page. The name of the gamemode to call is 'HandOfGod'.
Dividing the map
The map needs to be divided into 2 areas. The first of which is the "Human zone". This will be the area in which the majority of the players start. It should be no smaller than 1024 x 1024 units in size. It needs to be seperated from the rest of the map by a barrier impassable to the players, for example cliffs.
The second area, which should be the remaining area of the map is the "God Zone". Remember that whilst the main players of the map will not see this, the God who can fly, will.
The "God Zone"
Spawn point
A single spawnpoint should be placed for the 'God' within the "God Zone". The entity is a point entity called info_player_god. For simplicity's sake I shall only explain how to place custom point_entities once. Select the entity tool and use it to place an info_player_start. Now select the player start in one of the views and press Alt+Enter. The properties window will open. To the top right of the window there is the entity name field. Type into here info_player_god and press enter. The entity will appear obsolete, but do not worry it will work fine in game.
Resources
The 'God' needs to gether resources to create his natural disasters. The point entity is called sent_resource and should be created as previously outlined. 50-100 of these should be placed within the "God Zone".
The "Human Zone"
Spawn points
Player spawn points should be placed, as in other games, as info_player_start. 16 of these should be considered a minimum.
Trees
Prop entities should not be used or they will not work. Trees are placed as the point entity sent_tree. Plenty of these should be spaced around.
Water
A body of water should be included within the "Human Zone" so that the Human players can drink. This doesn't need to be a large volume, but it should be at least 30 units deep.
Shelters
The point entity called sent_propshelter defines where props for building shelters spawn at. 16-30 should be placed around the area. The entities should be placed several units above the ground and not too close to anything that might get in the way, e.g. trees or water.
The Map in General
The skybox should have a minimum height of 1024 units, so that the God can fly around. A 3d Skybox to carry on the map is recommended, but is not necessary.
Snow
Probably the most difficult aspect of the map to get right. The entire map should have brushes placed below it with a snow texture on, so that the map at any point has a brush a set number of units below it. Note that these brushes cannot be displacements. These should all be tied to a Single func_movelinear entity.
- This entity should be called ice_age
- You need to set the move angle and direction.
- The move angle should be straight up.
- The move distance should be just enough to bring the brushes above the surface.