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Benn
01-03-2008, 12:19 PM
Hey dudes, hows it going. :cool: After spending a couple of hours talking to people on IRC I have decided to make a post for all them people who love ZPS and want to take a shot at mapping for it. :smile:

If I neglect to put something in/get something wrong, let me know and I will change it.

INTRODUCTION


May I just start off with: Thank you! Deciding to make your own maps can be a bit frightening at first, but if youve ever grasped the basics of things like photoshop or dreamweaver, you should have no problems :) Also making a map for a mod helps encourage the life of the mod, with more maps to keep players entertained. Plus, theres nothing more satisfying than watching yourself and others playing a game in something you have made!

I would just like to expand on some of the mapping tutorials you find about a bit, including areas of mapping that a lot of people do not think about when making their first map, such as planning and design. Also the neccessary info needed for making maps specifically for ZPS can be found here.

Ok so let's get into the main meat of this thing!


CONFIGURING SDK FOR ZPS

If your new to the Source SDK, its in the Tools folder of Steam. Download and install it.

When you run the SDK, choose Half Life 2 Deathmatch as your game to edit, and choose to open Hammer Editor.

http://img502.imageshack.us/img502/6411/sourcesdkgn0.jpg

(If you dont see Half Life 2 Deathmatch in the list, go back out of the SDK, right click it, select Properties, then Set Launch Options. Then enter in there:

-engine ep1

It should have Half Life 2 Deathmatch there then.)

Once you have Hammer open, click on Tools -> Options.

Inside you will want to add the Zombie Panic! fgd. This can be found in the main part of your ZPS folder, inside Sourcemods part of the Steam folder. This allows you to have the entities needed for playing ZPS. (If you dont know about entities, look at some of the mapping tutorials shown later)

If you want to know about the entities added in ZPS, check out MapMan's article here:

http://www.zombiepanic.org/tutorial/

Okay so now your options should look something like this:

http://img138.imageshack.us/img138/2584/settingsvj2.jpg

Things at the bottom like game executable and directory you can change if you wish, but arent completely necessary in order to make ZPS maps.

Another thing you will want to change is under the Build Programs tab of the options:

http://img168.imageshack.us/img168/7961/settings2ix8.jpg

Notice where it says "Place compiled maps in this directory before running the game:" it leads to the ZPS maps folder. This is so that once you compile the map and run ZPS, the map will appear in your list of maps when you start a server.

Ok unless I've forgotten something thats all you need to start making ZPS maps! When you compile the maps you should not check "run game after compiling" and instead open ZPS and open a listen server to look at your map.

NOTE: Some people might say that you could make a seperate configuration file for Zombie Panic! Source, rather than changing the HL2DM one. But I doubt many mappers will be making maps for that, especially with such good new games out like TF2, Portal and ZPS! But if you do insist you can make a seperate configuration if you want.

USING HAMMER EDITOR

Im not going to put in all about how to use hammer, there are plenty of good tutorials that will tell you already, google is your friend here, but I will post some examples:

www.twhl.co.za - this one helped me for making zp1 maps, but brushwork and things are the same in source so should still be helpful

http://www.cstrike-planet.com/tutorials/mapping - some counter strike specific stuff in here but a lot of general mapping tuts too

http://www.halfwit-2.com/


GENERAL MAPPING ADVICE

Alright, this is all just general advice from here on. You dont have to follow it 100%, and some mappers might argue different methods, but I've found this has produced the best end result, and is a lot better for gameplay.

STEP 1: Planning

Before you even open the Source SDK, stop. Think about if for a moment. Why do you want to make a map? What kind of map do you want to make? What kind of features should it have? Should if have some kind of theme?

To show you an example as we go along, I will show you the process i used to make a map for zp1 called zpo_doom_v2. Now I know that isnt source, but for these general tips it doesnt matter. OK? Lets move along.

Before you start mapping away in Hammer, perhaps it is better to draw a plan. There are many ways to plan out a map, and you should do it according to what suits your style the most. Draw it out on a piece of paper, use lego bricks, paint, photoshop, I dont mind.

This is my plan I made for my map, which I've drawn in paint:

http://img142.imageshack.us/img142/9549/designsdj0.jpg

Pretty snazzy eh? As you can see, you dont need to be a wizard at art to plan out a map.

Another program I like to use now to make map plans is Google SketchUp. Its a lot faster than making things in Hammer, and mistakes can be more easily removed. Heres an example I made earlier:

http://img129.imageshack.us/img129/2620/townpy0.png

I made this after messing around with the program for half an hour.

As long as the map your making isnt some kind of team effort, it doesnt really matter how readable/understandable your plan is. As long as it makes sense for you, and you are able to use it to help your map, then it doesnt matter.

Try not to design the biggest, boldest, most inventive map with all of the newest mapping techniques and features on your first try. It may help to keep it simple, at least while you are still new to the mapping game and dont have all of the tricks up your sleeve quite yet.

Step 2: Mapping

Once youve finished your designs, and you are just itching to start making the dream a reality, you can start making your map. It is important to test the map very regularly ingame to see if the dimensions/plan of your map are working out in the same way as you invisioned.

I find it easier to firstly make all of the rooms connected to each other, then add detail to each part of the map in turn. You should be asking yourself certain questions while you are mapping:

Is there enough room for the characters to move about? This is especially important in a game like Zombie Panic, where survivors are always looking for a way out to escape, and zombies are looking for a place to hide and ambush a player.

Does this look interesting and engaging to the player? Now while this might take a secondary note to the gameplay, i find that it helps if the player believes in his surroundings. Adding some pipes, an extra vent, or some bushes to an area can make all the difference in whether a map is believable and engages and excites the player. Perhaps some extra sound, to make a steaming pipe or bubbling stream seem more realistic. With the source engine, there is a huge range of sounds/models/textures at your disposal, and I suggest you make use of it :cool:

This screenshot shows my design that was made earlier being implemented in hammer:

http://img98.imageshack.us/img98/3831/workingyi8.jpg

P.S I was learning how to map when i took this screenshot, please excuse some of the bad brushwork you see in here :D

Once you have created your map, test test test! Bring some of your friends in to see your map, or open a listen server for people to join. Do people get stuck anywhere, or find something annoying? Are there enough weapons /ammo to keep a higher/lower amount of players happy? Are all parts of the map working correctly? You need to be constantly asking yourself these questions while you are testing your map.

Step 3: Release It!

Once you are finally happy with the map, upload the necessary files somewhere and share it with the world! See what people like/dislike about the map. What ideas have you gained from making this map that you could use in another map? Look for constructive critisism, while avoiding comments like "this is rubbish". After all, this is the internet, and not everyone is going to be as appreciative of your efforts.

These are screenshots for my completed map:

http://img142.imageshack.us/img142/2867/zpodoom3mr1.jpg

http://img520.imageshack.us/img520/1842/zpodoom2ev2.jpg

Step 4: What now?

Now that your map is finally over and done with, what next? Do you wish to make another map? Perhaps you would be interested in learning how to make your own custom textures/models/sounds to put in your maps, to make them "stand out" from other maps. Maybe you would like to map for another mod?

More in the next post because ive taken my limit.

Benn
01-03-2008, 12:20 PM
WHAT SEPERATES GOOD MAPS FROM POOR MAPS

This is another topic that will change from person to person, but in my opinion it should be gameplay first, graphics second. Now im not saying you should be making zps_bridges or anything (god no) but what I am saying is that its no good if youve perfectly recreated the city of Rome if noone can play the map and people get stuck in things!

Its the little things that will seperate a good map from a bad map graphically. Remember that while Hammer works with boxes, the real world doesnt. Try not to include too many square box rooms if you cannot help it.

Ceilings dont have to stay perfectly flat, and neither do floors. Try and include slopes/ramps for variety.

It is a very good idea to go outside and look at/take photos of buildings in real life. Can you see the small details that define these buildings? What makes them look different from maps youve made? Are there any ideas you could take from these buildings when you are back home?

If you are a vampire and hate the sunlight, try Google Images instead. Look at examples of buildings for whatever theme you might be making a map for. Look at other player's maps and ask yourself: What did they do wrong here? What good points does this map have? How could I make my map better than this one?

Balance: it is vital in a game like Zombie Panic! that the map is balanced. Otherwise, humans get fed up that they are dying all the time, and Zombies get fed up because they cannot kill a human. Is there enough ammo/campable places for the humans, while not making it too hard for the zombies? Do the zombies spawn in a place hard for the humans to camp? Most of these things will be worked out by playing your game with friends to test.

Lighting: Please Please PLEASE do not make a map without lights! This will result in a severe drop in FPS, as well as your map being ugly as hell. Subtle using of lighting can make all the difference when creating a realistic experience (as well as scaring the life out of the players)

On that note, please do not make the map too dark! I have played too many maps where I am fumbling around in the dark wondering where the hell I am going because the mapper wanted to make it "Scary". If you want a dark map, make sure there are some kind of features which show the player which ways they can go. No player or zombie wants to be fumbling in the dark.

Guerilla
01-03-2008, 12:32 PM
quick question, if i make say a few breakables, when the round ends, does the game reset my entities to default? or do i manually have to make the game know to reset my breakables and props?

Crutchley29
01-03-2008, 12:37 PM
Awesome Thread Ben! well done. :cool:

Benn
01-03-2008, 12:42 PM
Thanks Crutchley :P

quick question, if i make say a few breakables, when the round ends, does the game reset my entities to default? or do i manually have to make the game know to reset my breakables and props?

They should reset after the round. (Hopefully.)

Guerilla
01-03-2008, 12:46 PM
good thanks, i just didnt want to compile my map, release it, and to find out everythings non resetting lol

check out my zp_ghetto map, its very near completion, it was originally a deathmatch map, and im converting it to ZPS, it will be ready to download before you can say pie

fuzi0n
01-03-2008, 12:52 PM
2 bad i already figured it out myself, this would've been usefull ^^.
Oh yeah for those with Compile problems,
Read this easy tutorial (http://nemesis.thewavelength.net/index.php?c=141#p141)
i used it and it works perfectly for me.

Tsuruya-san
01-03-2008, 12:54 PM
quick question, if i make say a few breakables, when the round ends, does the game reset my entities to default? or do i manually have to make the game know to reset my breakables and props?

They'll go back the way they were.

noobcannonlol
01-03-2008, 06:19 PM
I'm pretty sure lighting has no effect on FPS.

laser2150
01-03-2008, 06:47 PM
I'm pretty sure lighting has no effect on FPS.

nope, lighting can cause fps issues. (not serious one though) it depends on the light itself of course. Dynamic lighting would be the culprit mainly for any issues.

noobcannonlol
01-03-2008, 07:51 PM
I'm talking about the static lightmap.

Benn
01-04-2008, 12:25 AM
Sorry maybe I should have been more specific on that. When I talked about fps drop with lighting, I meant if no lighting was used at all. This would make the map fullbright where everything in your map is drawn at the same time no matter where you are in the map.

Heres an example:

http://img139.imageshack.us/img139/9259/lagxorps3.jpg

Guerilla
01-04-2008, 06:29 AM
hey i have another quick question

how does lightmaps effect displacements? my displacement says lightmap 96, so i reduced the number to 16 so it SHOULD look better but when i compile my map its like the lighting in the map is so, bland, im trying to make a light_env to make a good nighttime setting but i can't seem to get the balance between too dark or too light

any ideas? my angle is set at -55 and brightness at 50 or so, with very little ambient light

Seto Kiaba
01-07-2008, 05:18 PM
I am interested in making maps, and I was just using Hammer for about an hour, to get use to the program (made a simple room and stuff). But my question is with spawning weapons/ammo/anything else that needs to be interacted with. I tried adding a glock into the map, and I was able to get the model in easily, but I cannot pick it up with the use key 'e'. Is there some sort of parameter that I need to change to make weapons useable?

noobcannonlol
01-07-2008, 05:37 PM
Sorry maybe I should have been more specific on that. When I talked about fps drop with lighting, I meant if no lighting was used at all. This would make the map fullbright where everything in your map is drawn at the same time no matter where you are in the map.

Heres an example:

http://img139.imageshack.us/img139/9259/lagxorps3.jpg

lol, that's only the byproduct of a leak. I could run VIS normally on a map and skip RAD and it'll run fullbright without any hit on the FPS.

Fullbright is not the source of the FPS drop, it's when VIS is not run on the map because of a leak or some other error.

samhain
01-07-2008, 05:50 PM
Overkill!

XeroChaos
01-19-2008, 04:09 AM
Hm, I have an important question...

I don't have HL2 Deathmatch, but have CS:S.

I also did use the Launch Options>> -engine ep1, but HL2 Deathmatch didn't show up under the available options.

If I was to use CS:S under the options, would making a ZP:S map still work?

Thanks in advance.

Malignis
01-20-2008, 07:47 AM
I don't think you can use anything but HL2DM for it, I tried to make a custom profile for it using the same settings called ZPS, but whenever I run hammer it just uses the HL2DM settings. Odd.

Brain Food
01-31-2008, 09:15 PM
Can we also get a proper guide to getting zps models to load in hammer,
I simply copy and pasted the zps models and materials into hl2dm models and materials folders. is this the way to do it or am i doing it wrong?

ThrashRage
02-10-2008, 06:23 AM
WHAT SEPERATES GOOD MAPS FROM POOR MAPS


On that note, please do not make the map too dark! I have played too many maps where I am fumbling around in the dark wondering where the hell I am going because the mapper wanted to make it "Scary". If you want a dark map, make sure there are some kind of features which show the player which ways they can go. No player or zombie wants to be fumbling in the dark.


yessssss, this cannot be stressed enough.

if you make a map where inside its too dark, nobody will go there, and making the map les fun for most people becasue nobody can freaking see the dark.

if you want it dark inside, do soemthing clever.

EXAMPLE:

grate ceiling, and thena concrete ceiling above that, place a light inbetween, and you get a cool effect for the lighting, also block light does this trick too.

SlaktarPizza
02-10-2008, 06:32 AM
Good map = A map that holds a smooth gameplay.
Bad map = A map that holds bad gameplay.

Good gameplay = good entertainment

Benn
02-11-2008, 08:17 AM
Good map = A map that holds a smooth gameplay.
Bad map = A map that holds bad gameplay.

Good gameplay = good entertainment

Aye, but can you pin down exactly what it is that makes for smooth/bad gameplay? I think it's important to be able to explain your reasons, and explain them well.

An example the difference between a good mapper and a bad one could be:

Bad mapper: I dont like Silent Hill because its s***.

Good mapper: I dont like Silent Hill because its uninteresting, the environments are bad, the AI is shocking, and the storyline is dull.

(Im just using Silent Hill as an example, I actually like the game :P (At least the first one.))

It is important to be able to evaluate games, and maps, to see exactly why things are the way they are. This way you can make sure your map is good, for all the right reasons.

As for what exactly can be done, I guess if it was a game like CSS, you could talk about where the players meet, and who has advantage in certain areas. But what could we do for ZPS? I think a lot of this comes under testing.

I guess it comes down to a couple of things:

Weapons

There should be enough weapons to go around (mostly). You dont need 20 weaps for 20 players, but you cant leave a player with a pistol/melee and expect him to take down more than a few zombies, maybe less if hes on his own.

This gets even trickier with the random weapon spawning feature. If you have too many your going to have a round where everyone has an mp5 with no ammo and theres shotgun ammo all over the place.

Amount of players

Maps seem to play entirely differently depending on how many players are currently on the map. This is really difficult to even out. I guess you could make it so you know its fair when theres 20 players on, but then when theres 8-10 players the zombies are screwed.

Bear this in mind when you are testing your map. Say you got, 5 friends to help you test, and it all feels fair. Is it still going to be fair with 3 times more players? It can be difficult to judge.

Spacing

I've noticed while playing zp1 and zps that humans die less, and tend to stick together more, in open areas. A map full of tight corridors with no room to maneuvre = zombie heaven. A wide open map usually means zombie hell, and probably a bit of a lagfest.

As with everything, its all about the balance. And testing. And balancing. And testing. Then balance some more. And a bit more testing.

I mean, if youve tested your map and you like it, and the people you have tested the map with have liked it, why shouldnt the zp community like it when you release it.

Heh sorry to turn this into a bit of a ramble, it grew as I thought of more things.

Potato21
02-13-2008, 12:41 PM
Do you have to use Half Life 2 Deathmatch? I have the orange box so i didnt get deathmatch. Is there another way to make maps ZP:S without using HL2DM?

Malignis
02-18-2008, 04:29 AM
You can TRY making a custom profile for it in hammer, but for me when I use the custom profile I made for it it just starts up HL2DM. So I don't think it works without it. Could be wrong though.

Potato21
03-01-2008, 09:03 AM
I realised i had an ATI graphics card so the my problem solved itslef. hurrray for promotional offers :)

EDIT: When i try to test my maps using the run feature HL2DM opens but then my map doesnt load, whats going on?

Wog
03-03-2008, 07:43 PM
what if you dont have HLDM source?

i got the orange box... so i dont have it lol... is it possible to use TF2?

nevermind... saw my answer

LunchBox
03-09-2008, 10:32 AM
How do i get all the ZPS textures and Models they ain't showing up in my list even though i set it up using this tutorial

Pingu
03-09-2008, 10:55 AM
How do i get all the ZPS textures and Models they ain't showing up in my list even though i set it up using this tutorial

Hammer probably only load your hl2dm.cfg and not the zombiepanic.cfg. Since you only need it to load the zombiepanic.cfg you can just remove the hl2dm.cfg from Game Data Files.

Note: Loading only the zombiepanic.cfg will still add hl2 models and textures in hammer.

LunchBox
03-09-2008, 12:03 PM
still nothing - all the entities are there just no models or materials...

zxzkilme
03-09-2008, 05:04 PM
what ever

Phear
03-27-2008, 06:48 AM
this tutorial isn't quite right. The config is off.

Tab 6 should look like this

http://i6.photobucket.com/albums/y210/nialldowning/zpsc.jpg

Benn
03-27-2008, 08:14 AM
this tutorial isn't quite right. The config is off.

Tab 6 should look like this

http://i6.photobucket.com/albums/y210/nialldowning/zpsc.jpg

That picture is exactly the same as mine except instead of just changing the hl2dm configurations youve got a new one for zps. (Except for the game executable, which youve got under hl2, not that it matters anyway as the maps will go in the zps folder) I actually mentioned this in the tut under my picture:



NOTE: Some people might say that you could make a seperate configuration file for Zombie Panic! Source, rather than changing the HL2DM one. But I doubt many mappers will be making maps for that, especially with such good new games out like TF2, Portal and ZPS! But if you do insist you can make a seperate configuration if you want.



The map is still going to work the same.

Dr. ToTH
03-28-2008, 12:45 PM
I don't have HL2: Deathmatch, can I use Episode One as a chosen engine, or just a regular HL2?

This is what I have :Orange Box (HL2, HL2:EP1, HL2:EP2, Portal, Team Fortress 2), CS:S

Dr. ToTH
03-28-2008, 07:40 PM
Cmon, answer me , so I can get on the map making sooner :]

fuzi0n
03-28-2008, 07:59 PM
I don't have HL2: Deathmatch, can I use Episode One as a chosen engine, or just a regular HL2?

This is what I have :Orange Box (HL2, HL2:EP1, HL2:EP2, Portal, Team Fortress 2), CS:S

Episode 1 is fine.

Dr. ToTH
03-29-2008, 05:52 AM
Ok, thanks :]

zombie gig
03-30-2008, 10:04 AM
when you begin a map you spawn in the lobby where you choose whether you want to be a zombie or survivor and then upon doing so it spawns you like normal, how does that work?

nevermind i see the link now.

Gunther
05-07-2008, 10:30 AM
how does one set it up for the orange box? or do we have to wait for the update?

Knights
05-07-2008, 11:50 AM
how does one set it up for the orange box? or do we have to wait for the update? If you can't figure it out then you shouldn't be mapping...

Gunther
05-08-2008, 09:48 PM
wow nice way to treat your guests knights. gues this isnt as profesional of a mod as I thought. lol good luck trying to make your mod popular treating people like dirt

Hastings
05-08-2008, 09:50 PM
He is being saracstic....

Gunther
05-08-2008, 09:53 PM
well if thats the case i am sorry. but help would be nice then.. you can delet my remark if it was just sarcasam. my apologies

Hastings
05-08-2008, 10:11 PM
I am not sure how exactly to set up for the Orange Box, but I will see about getting a tutorial up this weekend.

Gunther
05-10-2008, 03:41 PM
cant wait! it will give me somthin to do this summer while i am home

Barbarian
05-15-2008, 05:40 AM
Seeing the competition going on, i decided to get cracking on a little mapping project of my own, which i won't go into detail on until either i get it done or it becomes apparent that there is no way i can do it myself. Here's my little problem:

For some reason, when i try and access it through source SDK on steam, it gives me the error:
"The configuration information for the game you are trying to edit is invalid or missing"
So, logically, i decided to open up hammer and input all the relevant data manually. The only problem being, whenever i try and add an fgd file (hl2mp.fgd and zombiepanic.fgd in this case) the hammer editor crashes, and the only way to close it is using ctrl+alt+del.
So, those two avenues not working, i go back to source SDK, hit run anyway, and it tells me it cant because gameinfo.txt in my half life 2 deathmatch folder is missing. What is this file, and where can i get it? Or failing that, can someone paste the contents via PM so i can create it?

Just incase it matters, I have HL2 DM, but not episode 1, or indeed anything contained in the orange box (in fact, i bought hl2 dm specifically for the purpose of making ZP maps)

Thanks in advance for any and all help.

Phear
05-15-2008, 06:18 AM
You need to set up hammer so that it includes the fgd file in your ZPS folder. This file contains the weapons and stuff for zps.

However heres a walkthrough of how to set it up by me.

http://i6.photobucket.com/albums/y210/nialldowning/tvt1.jpg
Go to Configuration and Select Edit. Then Add. Name it ZPS or Zombie Panic: Source. Whatever you'll remember.

http://i6.photobucket.com/albums/y210/nialldowning/tvt2.jpg
Select the zombiepanic.fgd file so you'll have the weapons and triggers necessary to make a zps map.

http://i6.photobucket.com/albums/y210/nialldowning/tvt3.jpg
Set up Hammer's directories and options for ZPS so your map will compile correctly and you'll be able to find it later.

http://i6.photobucket.com/albums/y210/nialldowning/tut2.jpg
Select the ZPS configuration and start Hammer.

Now you're good to go.

Phear
05-15-2008, 06:19 AM
As per your request, Tab 6 (build programs).

http://i6.photobucket.com/albums/y210/nialldowning/zpsc.jpg

Barbarian
05-15-2008, 10:24 PM
http://i6.photobucket.com/albums/y210/nialldowning/tvt2.jpg
Select the zombiepanic.fgd file so you'll have the weapons and triggers necessary to make a zps map.


That crashes hammer on my computer. As I said before.

Phear
05-16-2008, 06:07 AM
you using The Orange Box or HL2:EP1 engine? zombiepanic.fgd is set up for HL2:EP1 until they change it.

You can go to steam, highlight Source SDK and right click which will bring up a menu. Select Properties and then choose launch options...

In the space enter the following: -engine ep1

Now if that doesn't work then you're going to need to tell me what the error is so I can even help you to fix it.

Barbarian
05-16-2008, 06:22 AM
Deleted due to the unbelievably weird but wonderful fact, that when i tried running it just to see the error message again, just to make sure it was correct in my original post, it actually opened hammer without crashing! and it accepted zombiepanic.fgd without crashing! whooo! now to try and figure out how to use it... :P

gracefulslayer
05-19-2008, 08:15 PM
So in the zombiepanic.fgd does that include textures? or how do i use the ZPS textures? i can use the entities and the guns i think but not textures. any help would be wonderful.


PS i just checked that tutorial that Phear put up and it worked well until i tried to start up a new map even load the map i was working on and all the windows that are 3D and 2D are black with a couple white lines not the normal graph like pattern. So if anyone one knows how to fix it that would be awesome :) thanks guys. And i found that when im in the hammer editor the Zp one in the tutorial if i browse the textures there are some ZP ones the only problem is that i wouldn't be able to apply the textures. So yeah any help would be greatly liked.

zombieofparty
05-19-2008, 08:34 PM
ive done all this and have made it to the hammer, in the hammer i need help! ive done counter stirke tutorials and leanred how to make walls and textures but they dont tell me enough, like how do you place items such as couchs and wardrobes, how do you place guns and amunition on your map and the thing that bothers me the most, HOW DO YOU MAKE DOORS!!!!!!!!!!!!!!!!!!!!! and how do you make stairs :D please someone help me me out, im desperate :P :zombo:

gracefulslayer
05-20-2008, 05:56 AM
that is the easiest. The way you place items is called a prop_static what you have to do is use go to the properties of the prop_static and choose the world model that will bring you to a browsing menu of all the world props you can use choose from there and wallah. The same tool is used to place that kind of stuff and also place door avatars. heres a link to one of the best mapping tutorial sites i know of if you like video tutorials this place is perfect. Try the starters guide. hope you enjoy

http://www.interlopers.net/index.php?page=video

And if you know how to fix the problem im having in the link above let me know would ya :)

Phear
05-21-2008, 07:28 AM
http://www.editlife.net/tutorial.php?id=22

Hastings posted that in the tutorial page which is SERIOUSLY neglected

CHECK IT OUT RIGHT HERE:

http://www.zombiepanic.org/forums/showthread.php?t=4394

Pkunk
05-22-2008, 12:24 AM
http://i6.photobucket.com/albums/y210/nialldowning/tvt2.jpg
Select the zombiepanic.fgd file so you'll have the weapons and triggers necessary to make a zps map.



Trying to do zombie panic mapping (-engine ep1 included in launch options, if that is relevent) in Orange Box's version of hammer results in me getting this situation:

http://i99.photobucket.com/albums/l310/thepkunk/blackframe.jpg


I keep getting this 'black frames' thingy with the zombiepanic fdg provided in the install under orangebox's hammer. More particular Orange-box-groomed settings result in the same thing, yet work perfectly under ep1's hammer version.


The only problem I really have with ep1's hammer that makes it -really- nescissary for me to switch is the bug with the 'select' option in face edit. which makes/will make doing texture work in a level much more of a hassle than it needs to be.


Any ideas? :huh:

Hazzard
05-28-2008, 07:15 AM
i have the same problem, since its a contest to make a version of the new engine, you must take the presets for the orange box engine, or the ones for ep1, could the devs of ZPS tell us what engine to use?^^

Hazzard
05-28-2008, 08:07 AM
so, if we use the orange box engine and add the fgd from zombie panic source,
shall we just make a map for singleplayer? as far as i can see you are not able to use it with the deathmatch files because deathmatch is still ep1 engine

and to use the ep1 files and then use deathmatch to run it is just like using the old settings...

Pkunk
05-30-2008, 08:02 AM
Hazzard: As it turns out, it probably has more to do with zp's gametext than the fdg... Or whatever.

What I ended up doing was shoving copies of all the ZPS assets into portal's directory, using portal's setup/directories to operate in, remove the portal fdg (and substitude zps's of course) and then create a batch file that copies compiled versions of the map to the zps map directory for testing..

Finished with ensuring it compiles with the ep1 tools only, until, presumably there is some sort of update, and there it went.

There may be/probably is an easier way, but this is what I did that worked for me.

Neliel
06-01-2008, 09:25 AM
I can't find hl2.exe for the game executable. It isn't in my HL2: DM folder.

EDIT: Nevermind. Found it in the Source SDK base folder.

Madmx28
06-26-2008, 08:10 AM
Good tutorial, I just with you'd help me more when I beg you on Skype!!!

NeoReloaded
07-01-2008, 06:09 AM
Any idea why i get this error when trying to test my map even if its a simple 512x512 square room!?

It says this after compiling:

"Failed to load the launcher DLL:
The specific module could not be found"

Sinz
07-09-2008, 12:53 PM
Not trying to be a jerk or anything.
But if you really want to map and want to just follow this tutorial, Hl2: Dm is only $5 on steam... you could always just purchase it?

BassForever
07-09-2008, 05:10 PM
If I don't own HL2: DM how do I make multiplayer mods? I have these options

Orange box and Half Life 2: Episode 1 : /

Ran
08-17-2008, 01:32 PM
Hm, but how do you try out your map without being more than 1 player?

RebeLMasteR
08-17-2008, 01:51 PM
type sv_testmode 1 in console then hit f1

p00ndawg
09-27-2008, 04:45 PM
Why when I try to load my own map, anyone who tries to join me gets server not responding?

I made a really basic map just to test out, but I cant get anyone to join me to try and get it to run. Compiles fine.

Malignis
10-04-2008, 04:55 PM
This instructional is now obsolete with the release of the new 1.3 OB update. This (http://www.zombiepanic.org/forums/showthread.php?t=10930) should help anyone who wants to get their map on, however. :P

SeNoR DoLaR
10-04-2008, 05:38 PM
One of these days, and i know i keep saying this. But I should try my hand at map making. Start simple, then start doing bigger ones.

tld456
10-05-2008, 07:52 PM
So I can't do hl2 deathmatch under SDK, so what should I do?:mad:

Punkwaffen
10-07-2008, 01:32 PM
Is the information in the first post still valid? Arent we using the orange box engine now? I cant get my Hammer set up right to map for ZPS and I think its because I am following this. :P


EDIT
I just saw Malignis post above. Hell yeah. Thanks man!!

Tristan
10-14-2008, 02:34 PM
I see HL2: DM under Episode 1.. and when i click hammer it says it can run that game! now wtf.. I cant run hammer with HL2: DM but i can with CS: S..

Sombody help me!

Spkka
10-25-2008, 11:59 AM
Hi all, i started mapping again since a long time and it compiles fine. Only if i try to run that map it won't load. It just stays in the main menu?

Draginz
11-17-2008, 06:59 PM
Who is Noone? :unsure: Also, good map.

mlb72197
12-15-2008, 12:02 PM
is it possible to play/test the map alone by being a zombie or survivor cause the only thing i can do is noclip outta the waiting room and then i cant holster hit open door s or anything i have to noclip thru the doors it is annoying. and is it possible to open maps in hl2dm

Punkwaffen
12-15-2008, 12:04 PM
is it possible to play/test the map alone by being a zombie or survivor cause the only thing i can do is noclip outta the waiting room and then i cant holster hit open door s or anything i have to noclip thru the doors it is annoying. and is it possible to open maps in hl2dm

sv_testmode 1 in console BEFORE joining a team.

Mridiotic
01-19-2009, 02:18 AM
I'm new to hammer and just started my first maps, when i try to spawn an entity from zps (eg. an ak47) it just comes up with an error sign. could someone please help me?

erendor
01-19-2009, 02:40 AM
I'm new to hammer and just started my first maps, when i try to spawn an entity from zps (eg. an ak47) it just comes up with an error sign. could someone please help me?

without having used hammer myself in ages, I'd suggest making sure you unzipped all the right files and models and textures when you were setting up hammer

Mridiotic
01-19-2009, 05:49 PM
hi all, i just started mapping, all the entities and stuff work fine, but when i try to compile my map it simply says

The command failed. Windows reported the error: "the system cannot find the file specified"

whats going on?

Edit

O i just figured out a work around for that, is there anyway that i can get my map to appear in the dedicated server list, because its there when i just open zombie panic but when i try to use dedicated server its not in the list.

Oh and by the way, thank you erondor and madman, just realized.

zeakster777
02-06-2009, 12:28 PM
hey i didn't hav half-life deathmatch, i typed in -engine ep1 in the target area in shortcut ,and there was no half life deathmatch idk whats wrong but t also has another area above the current game in source sdk called engine, i need some assistance if any1 can help, maybe u culd giv me an ss of your properties folder, do i need to own half life deathmatch becuz don't, maybe thats the issue,plz any1 that can help me is awesome

WhiteDrone
02-11-2009, 11:06 PM
Does anyone know how, or where to find a tutorial for the purpose of adding sounds to your map. Like if you jump on a car, it could cause the trigger to play a car alarm.wav

Avager
02-12-2009, 03:28 AM
Does anyone know how, or where to find a tutorial for the purpose of adding sounds to your map. Like if you jump on a car, it could cause the trigger to play a car alarm.wav


www.interlopers.net
www.halfwit-2.com
www.google.com
www.icantuse~~~~stupidgooglecuzimtoolazy.com.net.u k.us

zerotonothing
02-12-2009, 10:39 AM
Make a trigger_once and ambient_generic.

Config the ambient_generic's so it's sound to play is an alarm one. Make the flags so it starts silent, does not loop and does not play everywhere. Name it car_alarm.

Place the trigger around the car surface and go to the I/O tab. Make it:

OnTrigger > car_alarm > PlaySound


User above thinks original poster is lazy? Other way round.

lambam
09-12-2010, 12:03 PM
I do not have the ZPS folder, it is not in the "SourceMods" folder, not even in the steamapps folder. Please help, I am a good mapper and really want to do this.

Wazanator
09-12-2010, 01:52 PM
Use this tutorial instead (http://www.zombiepanic.org/forums/showthread.php?t=12232)

lukeme99
10-07-2011, 08:55 AM
This has inspired me to make a zombie mod.... THANKS!!!

snowcow88
11-27-2012, 11:52 AM
i dont have a tools folder why??