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Mapping & Porting Guide
wootguy edited this page Dec 14, 2025
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When players ask how to make a map for this mod, I usually tell them to make a map for sven and we'll test it on my server. It's too complicated to set up a local server to test things currently.
Most Sven Co-op entities and settings are implemented. Below are some mapping features unique to this mod. See this guide for tips on porting sven maps.
- Global sound/model replacement files can replace everything. Player movement sounds, default weapon sounds/effects, HUD selection sounds, etc. Stop adding weapon sounds to view model animations.
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weapon_knifeis a built-in entity. -
info_landmarkhas new spawnflags for creating spawn points to speed up map porting.- 1 = Create spawn points on the floor, oriented away from the nearest level change.
- 2 = Use angles (in case the spawns are facing the wrong way).
Cheat commands useful for testing maps. The big 3 are god, noclip, and impulse 101 for all weapons. You don't use the cl_ versions here.
| Command | Description |
|---|---|
| trigger | Trigger something in front of you. Or, type in an entity name after this to trigger a targetname. |
| trigger0 | Same as trigger but with the OFF trigger mode. |
| trigger1 | Same as trigger but with the ON trigger mode. |
| trigger2 | Same as trigger but kills the entity. |
| nodes | Toggles node graph visibility. Different colored lines represent each hull path. |
| strip | Remove your weapons |
| revive | Revive yourself |
| CVar | Description |
|---|---|
| hud_file | Overrides player HUD elements. You can replace or add new HL25-style icon sets here. The file format matches the default hud.txt file. Example: hud_file path/to/custom_hud.txt
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| include_cfg | Executes another map CFG. For porting large campaigns without duplicating cvars. |
| mp_bigmap | Must be set to 1 for maps that are bigger than the +/-4096 HL grid. Otherwise many effects won't work. You'll know you need this when you see precache error boxes after shooting walls. Off by default to save precache slots. |
| mp_blood_color_alien | Change the default color for alien blood (engine palette index) |
| mp_blood_color_human | Change the default color for human blood (engine palette index) |
| mp_blood_scale | Change the scale of blood effects |
| mp_explosionbug | Enables the broken explosion hit detection from vanilla HL (grenades in vents become mini nukes) |
| mp_flashlight | New value "2" enables opposing force nightvision. |
| mp_flashlight_charge | Multiplier for flashlight charge speed. 1 = 100% |
| mp_flashlight_drain | Multiplier for flashlight drain speed. 1 = 100% |
| mp_flashlight_size | changes the size of the flashlight Dlight effect. |
| mp_friendlyfire | Enables friendly fire. |
| mp_hud_color | Change the default HUD color. Values are 3 digit hex strings (80F = purple). |
| mp_keep_inventory | Works the same as the keep_inventory keyvalue for trigger_changelevel when set to 1. Kept inventory is added in addition to the map default, and health/armor is restored. When set to 2, the exact state of the player is saved and loaded in the next map. That includes health, armor, active weapon, flashlight battery, and weapon clips. If the player ever dies, their equipment is reset to the map default. |
| mp_mergemodels | Set to 1 to merge most item world models and reduce model precache count. |
| mp_npcidletalk | Set to 0 to disable idle talking in monsters like OP4 grunts and scientists. Reduces precache count. |
| mp_objectboost | Enables the incredibly broken and fun pushable physics from steam_legacy |
| mp_one_pickup_per_player | Disables respawn on all weapons, ammo, and items. Each player can pickup the same item once. Dying and respawning resets the pickup limit for yourself. |
| mp_soundvariety | Limits sound variety to reduce precache count. 3 = max of 3 sounds per action per monster. 10 is a good starting point to nerf the talking monsters. Then try 3, then 2. 1 will probably be annoying. |
| mp_startflashlight | Sets whether or not to start with a flashlight, and the starting battery level. Examples: 50 = start with 50% battery and a flashlight 0 = start with 0% battery and a flashlight. -1 = start with 0% battery and NO flashlight. -51 = start with 50% battery and NO flashlight |
| mp_use_only_pickups | Forces all weapons, ammo, and items to be use-only |
| mp_weaponhands | Sets the default weapon view model hands.op4 = Opposing Force handsbshift = Blue Shift hands. |
| sv_stepsize | Change how tall a stair can be for players/monsters to step up without jumping. |
| weapon_hud_file | Globally change the default HUD path for a weapon. It works the same as setting a "custom sprite dir" on entities. Example: weapon_hud_file my_map/weapon_shotgun will set the default HUD file for weapon_shotgun to sprites/my_map/weapon_shotgun.txt
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