So i’m tired of searching for maps i can use with my gamemode(s). So i decided to start a map myself. But then i realized that creating a city map is no simple task, it takes a long time to complete a map of that scale. Since i don’t have the time to do this, i decided it would be smarter and easier to go with a divide and conquer approach to mapping. One which will end in a result that benefits the community. The VMF will be released publicly when the map is complete and a day version and night version of the map will be made available. This ensures that the map can be used for literally any purpose - a daytime version might be suitable for roleplay while the nighttime version would work better with a zombie gamemode (such as mine). The map has a very simple, basic layout which means it will be more compatible with whatever gamemode people want to play on it. AI nodes will be included so the map is compatible with NPCs.
This is quite a large project - there are 16 total plots to be completed. Since i cannot do all of this myself, i am looking for talented mappers who’d like to contribute. Bear in mind that this project is going to be open source - which means your contributed VMF will be made available to the public. The reason this is open source is simple:
- Peer review: Experienced mappers can look over eachother’s work and make suggestions or even make tweaks and show eachother their changes.
- Learning materials: Mapping newbies can open up the VMF and look under the hood themselves.
- Proper practices: Contributions will be held to high standards. If this map is open source then it needs to be made properly.
The map will be a simple 4x4 grid of plots with streets and sidewalks in between them. There will be 2 parks, one on each side of the map. To make the map the most accessible to every gamemode, i propose that there be the following features on the map, in no particular order:
- A bank. Simple enough. Preferably with a vault and a counter for tellers. Good for roleplay i suppose.
- Some form of apartments. Living quarters for roughly 8-12 players would suffice i think. Again, this is more roleplay-oriented.
- A jail. Doesn’t need to be too elaborate. Maybe a few cells.
- A warehouse of some sort. Any kind of industrial building will do.
- A convenience store/gas bar.
Basically, what you’d expect to see in a city.
The lots are all color coded - each one has unique characteristics. The green center lots are surrounded totally by streets, while the red ones are corner lots, etc. The purple border is a bunch of building-esque walls - buildings you cannot enter that just mark the map’s border. The brown areas will be parks, ideally - and probably where player spawns will be placed.
I have completed a prefab of the green lot. It is surrounded by streets. I think it would be smart to tackle this project by starting at the middle of the city and working outwards to the edges.
The prefab contains basic AI nodes as well as a massive hint brush that marks the border of the plot. Don’t place any props or brushes intersecting with the edge of the hint brush. Please don’t remove the hint brush, just add it to its own visgroup and hide it if you don’t want to see it.
There are 4 middle plots (the green ones) currently available. If there aren’t many takers then i’ll complete one of them myself to get this ball rolling.
Some notes for anyone who decides to contribute:
- I suggest using the CS:S settings for hammer. Only CS:S/HL2 content is permitted.
- The hint brush marks the maximum size for your buildings, both vertically and horizontally. Your building can go underground and have multiple storeys if you so choose.
- If you want to take two or more lots and join them into one big lot, i wouldn’t be opposed to that idea. As long as your buildings adhere to the other guidelines and don’t disrupt the rest of the map it’s fine by me. Underground/above-ground connections between buildings is also fine.
- Keep your contribution neutral. What i mean by this is that you shouldn’t be putting gamemode-specific entities on your contribution. Please check the blacklist for entities that shouldn’t be used. Please don’t put any roleplay-specific entities on the map, such as doors that can be locked from inside rooms.
- Please add env_cubemaps, as well as lights where needed on your plots.
- Trigger brushes that teleport or hurt players.
- Trigger brushes that only trigger once.
- Entity removal/kill brushes.
- Tons of expensive entities such as dynamic lights. Use your discretion.
- NPC/weapon/player spawns. Player spawns will be added once the map is complete.
- Entity spawners
- Excessive amounts of physics props.
- Textures/models that aren’t used in HL2/CSS. No custom textures please.
- Lockable doors.
If you have something unconventional that isn’t on this list but you’re not sure if it’s kosher then please ask.
**Here is the prefab VMF for the green middle plot: **:downs: CLICKY :downs:
If there are any questions or ideas please post them. Hope to see some contributions soon.