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Mapping & Porting Guide

wootguy edited this page Dec 14, 2025 · 35 revisions

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.

New mapping features

  • 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.
  • weapon_knife is a built-in entity.
  • info_landmark has 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).

Client commmands

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

New map CFG commands

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
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 hands
bshift = 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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