What
do I need to make a co-op map? (or to convert a
single-player map to co-op)?
Making
a Sven Co-op map is almost the same as making a
single-player map. You have monsters and a grouped set
of player starts, and a objective to achieve.
For
most standalone maps, the only actual requirement is to put
a number of info_player_deathmatch entities into the map.
The number can vary depending on the map size but around
6 is usually a good amount.
It
is important to remember that the players will have to
respawn at these points regularly, so keeping good
contact with the action zone is good for playability,
and blocking off access to the combat zone from the
respawn is not. By the way, placing player spawnpoints
in the air can prevent telefragging if used correctly.
If
there are map transitions, there are a few additional
requirements, unlike Half-Life Single Player, Sven Co-op
does not support players backtracking (returning to a
previous map). If the players are allowed to backtrack,
the map they return to will be exactly as it was when
they first began playing it, and their progress will be
reset. Because of this, it is highly recommended
that any transitions to previous maps are removed, or
disabled using a map CFG (see below).
Since
players won't retain weapons/ammo/etc. after changing
maps, the map CFGs can also be used to give players
appropriate equipment on appropriate maps (e.g., if on
the first map, the players should have picked up an MP5
and lots of ammo, on the second map they could spawn
with an MP5 and an amount of 9mm ammunition). Full info
on the map CFG files is below.
New
Features:
SvenCo-op
v1.9/v2.0 contains several new entities and entity
properties. For information on using these entities, check
the Entity Guide!
Using
Map CFG Files:
You can set up
various options in map CFG files, such as changing the
player starting weapons/ammo/items, turning realistic
falling damage on/off, disabling certain transitions,
forcing a certain map to be run after the current map
ends, etc. This is a powerful system and allows the
mappers to set the rules of the game without a lot of
entity usage.
When a map is loaded in
SvenCo-op, the game automatically tries to execute a CFG
file with the same filename as the map (but ending in .cfg
instead of .bsp). For example, if you ran a map
called svencoop1.bsp, the game would try to
execute a file called svencoop1.cfg. If no file
of that name exists, default settings will be used
(Players start with a crowbar, a pistol and other
default settings). All CFG files must be in the SvenCoop\maps\
directory for them to be recognised...
To make a
map CFG, go to the SvenCoop\maps\ directory, then make a
copy of cfgtemplate.cfg. Rename it to whatever you want,
and open it in a text editor (such as Notepad).
The
CFG template is fairly self-explanatory, there are
comments explaining what each option does and how it
affects the game.
There is a problem
however, where if a map uses a trigger_gravity entity,
every time the config is loaded it resets the gravity to
what is written in the file, so if the map uses a
trigger_gravity, it may be best to remove the sv_gravity
line in the config.
Here's
a list of the starting equipment you can set... you can
use as many commands as you like. Please note, however:
- Do
not use the same command twice!
Also, make sure that you don't use both
weapon_uzi and _uziakimbo.
- Weapon_
commands must not have a number
after them.
- Ammo
commands must have a number after
them. The number is not the number of
clips, but the actual number of rounds
(e.g. ammo_9mm 2 would give players 2
bullets, not 2 clips). Amounts below are
only examples.
- The
akimbo Uzis are very powerful. It's wise
to consider giving players a single Uzi
rather than two... players will still be
able to acquire Akimbo Uzis by picking
up a second Uzi from a player's corpse.
Weapons: weapon_crowbar weapon_glock weapon_shotgun weapon_mp5 weapon_357 weapon_crossbow weapon_hornetgun weapon_rpg weapon_gauss weapon_egon weapon_snark weapon_handgrenade weapon_tripmine weapon_satchel weapon_uzi weapon_uziakimbo | Ammo: ammo_9mm
16 ammo_ARgrenades 2 ammo_buckshot
8 ammo_357 6 ammo_crossbow
5 ammo_rpgclip 1 ammo_gaussclip
10Other: item_longjump nosuit
(not recommended) |
|
Do's
and Don'ts of Sven Co-op Map Making:
* =
Imperative
* Don't
set the Max Live Children value on monstermakers too
high (e.g. if you set it to 100, the monsters may crash
the server if they're not killed constantly).
*
Do Make it so that if a map has a
objective, the map will end by use of a game_end after
the map is finished, so players don't have to wait 'till
the timelimit is hit.
*
Don't rely on huge swarms of monsters to make
the map more difficult. The more monsters there are in a
map, the more laggy it will be. Try to find other ways
of making the map difficult.
Do
Remember that with Sven Co-op it is necessary to keep
the R_speeds and amount of monsters on-screen down, no
one likes a slow game.
Don't
Place particularly large amounts of ammo and weapons
around a player starting area, this can reduce
framerates, and lead to fights and ammo hoarding.
Instead, put most of the information into the config
file, so the players can get straight into the action
without waiting for the ammo and weapons to respawn.
Do
try to force the players to work together, a good
example of this is Crisis2 (released with 1.9) where the
players work together at a number of points for their
own benefit and to progress the map.
Don't
rely on a Gimmick to support your map, most of the best
Sven co-op maps are Walkthrough, and rarely stay in a
single area all the way through the map.
Do
test the map to its fullest with a number of players, if
there is something that can be exploited, you should
find out about it now and not later.