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Mapper's Guide
Minigames is a collection of exciting gamemodes developed by Fluffy Servers. We have a bunch of new content and a few remakes of gamemodes from the glory days of Fretta.
If you've found this page, you're probably interested in mapping for Minigames. Here's some basic outlines for each gamemode. Don't be scared to message me any questions you may have! We're still working on getting some proper promotional material to show off gamemodes.
There is no guarantee that this guide reflects the current state of Minigames.
- Don't be afraid to experiment!
- We host Minigames sessions every Friday night (Australian time); feel free to come along to get a feel for the various gamemodes
- For some example map VMFs, click here.
- For a guide on setting up Minigames locally, click here.
You can add spawnpoints for FFA gamemodes, team gamemodes, or both.
- FFA: Add around 32 info_player_start spawnpoints scattered around the map
- Team BLUE: Add around 16 info_player_terrorist for BLUE team spawns.
- Team RED: Add around 16 info_player_counterterrorist for RED team spawns.
Any gamemode-specific spawns will be mentioned in the corresponding sections.
A fair few of the gamemodes are currently simple PVP deathmatch gamemodes (Gun Game, Kingmaker, etc.) If possible, try and design maps to be as general as possible to encompass multiple of these gametypes.
Simply designing a fun deathmatch level with balanced gameplay will often play well. Remember that visibility is important, so avoid creating maps with dark rooms where players are hard to see. Originality is an important factor as well but don’t sacrifice the core gameplay experience in doing so.
There are two different types of spawner entities: mg_health_spawner
and mg_weapon_spawner
.
Health spawners can spawn either small or large health packs.
Weapon spawners can be assigned a level between 1 and 3. The weapons spawned at each level are chosen by the gamemode.
You can use game_player_equip to add weapons to player loadouts. This will not remove the default gamemode weapons.
One player is given a ticking time bomb and must pass it off to another player before it explodes.
Players must scale randomly-generated props to reach the surface before anyone else.
The default bounds for platform generation:
local mins = Vector(-736, -736, 160)
local maxs = Vector(736, 736, 3000)
An entity to configure these dimensions is WIP - please let me know if you want this prioritised.
Two teams battle to destroy each other's crates with crowbars and pistols. This gamemode can be either symmetric or asymmetric. This will automatically be determined by what crates are placed in the map.
Place crate_blue
and crate_red
entities for crates in each team's base. For crate spawners, use crate_spawner_blue
and crate_spawner_red
Use teamwork to capture the other team's flag without having their own stolen.
This gamemode is WIP - check back soon.
The classic high-school sport, except with high-velocity gravity guns.
The centre of the map should be separated by a dividing player clip brush, so that players cannot cross to the enemy team. In this dividing line, multiple db_ballspawn
entities should be placed.
One team must parkour to the finish while the other attempts to pick them off with sniper rifles.
This gamemode is being phased out.
Reach the finish line without getting crushed by incoming props.
You can use either inc_prop_spawner
or slope_prop_spawner
as a point for spawning props. Models are not customisable.
You can use either inc_prop_remover
or slope_prop_remover
as a trigger for removing props. Please ensure that props get cleaned up properly!
You can use either inc_winners_area
or slope_winners_area
as a trigger for the end of the course.
Survive against player-controlled zombies that are dead set on infecting and converting all remaining humans.
Infection will use the default spawns where applicable. However, if you're designing a map for multiple gamemode it is strongly recommended to add Infection unique spawns. Use info_player_infected
and info_player_survivor
.
Eliminate your enemies by throwing physics props at them with gravity guns in an intense free-for-all style mode.
Props are placed by scattering prop_physics
entities around the map. You can use any model you want.
Find protection from the ever-strengthening pool of lava through any means necessary.
This gamemode is WIP - check back soon.
Series of fast-paced microgames with multiple rounds and unique challenges.
Documentation pending - see the VMF in this repository as a starting point.
Be the last one standing by shooting at the slowing-decaying platform below to knock your enemies into the void.
Map dimensions are to be confirmed.
You can adjust the colour of the platforms using the pf_settings
entity.
Platform models are planned to be customisable in the near future.
Survivors must stay alive while fighting against possessed props which can crash into players at high velocity.
Assorted props will spawn at prop_spawner
entities. It is your responsibility to ensure that these props get scattered around the map. I recommend trigger_push along with some moving parts.
Prop models are currently hard-coded. This will be opened up to an entity later.
A classic gamemode where barrels must sneakily self-destruct and eliminate the humans.
The 'decoy' props scattered around the map are simply prop_static
(or prop_dynamic) entities.
The default barrel model is models/props_c17/oildrum001_explosive.mdl
. You can assign custom model(s) using the sb_model_control
entity.
Battle in a large scale environment with a distinct kit of weaponry and equipment.
Getting Started Pages:
| Server Hosting
| Mapping
| Lua Development
|