With minimal barrier to entry, a tile system that allows the connection of multiple bite-sized scenarios, all of which is built on one of the most popular engines ever, Alien Swarm is probably gonna have a few maps.
Maps are Awesome.
This thread is meant to be a good starting resource for individuals interested in map creation. It may also serve as a idea wall or a place to advertise. Mapping can be fun! or horribly frustrating.
Hopefully this thread will take (some of) the frustration out of mapping.
Consequently, any links to good tutorials or prop/texture collections would be appreciated.
Yes! let's get started:
how to play with tilegen:
download Alien Swarm SDK from Steam -> Library -> tools (Standard Development Kit)
Open Alien Swarm, go to options -> controls -> check enable console on the bottom
hit the tilde key -> type in sv_cheats 1, then type in asw_tilegen
Just select a room from the panel and plop them down on the grid. Make sure you have a start room. The blue lines indicate where they can connect, so any left hanging require a cap.
Now you can go to file -> export .vmf and play your new map.
I think missions can be defined in either the mission tiles, or in a mission file, which is generated by going to the missions tab, that also lets you generate a map based on rules and a theme.
(anyone know what all those mission variables mean?)
Right click on the rooms to edit doorway rules, or check flags. These flags are used in random map generating, so I don't think they have any effect on the tiles themselves.
My noobie tutorial on how to decorate your own tiles (hint copy stuff)
First open up tilegen and create a new theme, It helps to select windowless but not fullscreen in the options so you can easily alt tab. Then
go to steamapps/common/alien swarm/swarm/tilegen/roomtemplates,
copy the contents of the example folder and put them into your theme folder
Open these up in Hammer ,accessible via
and use the 3d camera to select stuff, press shift-a to apply textures (z toggles fps controls on camera) (use tools/nolight/ on the back of walls)
click the white bobblehead on the left to place objects/props/lights/spawners/mission objectives
use the top/front/side views to position stuff, click on its red frame to toggle rotate/skew/stretch mode, or press ctrl-m to give exact instructions
Click the brush tool to generate simple shapes, use the wireframe button to modify existing brushs.
use the '' keys to change grid size
hold shift and drag off an object to create a copy
You can copy lots of stuff from the example rooms such as doors, triggers, lights
Go to Map -> Entity Report, to go to specific entities
to make a room with custom tile size, go to alien swarm, use console for sv_cheats 1, asw_tilegen, use the dev theme to create a room
export to alien swarm/swarm/maps/output.vmf
then rename and move output.vmf to your theme folder
Once you are finished decorating your tile, go back to asw_tilegen. Hit new tile template on the bottom and open your finished *.vmf. Mark the appropriate doorways and flags. Right click the doorways to specify a name for which only doors with the same name can connect to. That way you don't end up with upstairs rooms connecting to downstairs rooms.
You may need to place them into the grid and hit create thumbnails, where it'll create a lit room to fill in the blank space it initially has on tilegen. You may need to restart the game to turn off the bright light mode
Also, after completing a tile, walls on the south side need to either be slanted for the camera, or some props need to be placed on the south side, so the camera always has a view of the character
3 of the Campaign .vmf files can be found in Alien Swarm/sdk_content/mapsrc
note: hammer isn't used to create textures (photoshop or paint.net) or models and animation (3DS Max or Blender)
Additional Links:
videos:
I set up a Google Docs file repository: with only 1 crappy map
and a airduct tileset
and 3 unfinished engineering tunnels tiles
https://docs.google.com/leaf?id=0BzMAnBUBodvfODBlNDUzYTUtZTYxNS00N2Y5LTg2MDEtMDcyYjM2MjUxMDRl&hl=en&authkey=CMTGk60D
You need to add yourself to the list of people that can edit and have a gmail account before uploading.
!Alien Swarm does not have auto-download, all players must have the map first, either in thier alien swarm/swarm/maps folder or as a *.vpk in swarm/addons
Use 'map output' in the console to load map.
Right now I'm working on a base tile with automated turrets, infinite ammo, and a respawn beacon.
Then I can add like a desert area to the east, a snow level to the north, a infested settlement to the west, and a sealed off mine to the south. With the tile system, heaping smaller maps with its own objectives into a single one has never been easier!
If you've done something or found something cool, just upload to the google doc, and post a comment saying so.
Yes, this is the first OP I've done, so expect random changes.
Posts
Alien Swarm should be good a reentry point I think.
If I may be so bold as to ask- what is the ultimate goal of this thread? Are you planning to assemble a full custom PA campaign, or is this just to educate and elucidate?
3DS: 0447-9966-6178
1. It's new and free, so your audience is large right now.
2. Graphics don't matter as much since the game has a simplistic style.
3. 2D overhead maps are easy to make compared to 3D ones.
4. Difficulty is easy to balance since there is no competitive component.
I'm interested!
Yeah no matter how awesome you get at using the tilegen you're really not going to end up with a mod unless you learn some other *SKILLZ* like at the very least scripting.
Yeah, Mapping, lets stick with mapping! We're not trying to make any new games here. Thanks for the tip guys
- The Four Horsemen of the Apocalypse (2017, colorized)
Yep, I just hit the notify button to get an Admin to change it right?
- The Four Horsemen of the Apocalypse (2017, colorized)
Lucky for you, no drawing/modeling/texturing required! You may have to search around for a material or prop you want, but I'm sure you'll find plenty by cannibalizing the main campaign. Most of this seems to be creating easily connectable mini-maps, event triggering and objective polling. Really cuts down on the complexity.
edit: Ok, it seems I only have access to missions 1,2 and 6, so bummer there.
Maybe 20-60 minutes?
Cool, I'll have to give this a try then. Also, if anyone builds something really cool and awesome and wants some scripting done, I can see what I can do :-)
I also tried using the example tileset to make a short map. I placed a start and an escape but when I try to export and play map I just get an error in console saying output not found or something.
If the camera isn't showing anything, try going to map, on the toolbar, -> Entity report, click on any of those and the go to button to zoom right up to them.
You shouldn't be starting with a black room, everything comes pre textured with something.
Yes to creating a bunch of rooms first? Though you should probably start with the 1x1 rooms.
I changed the tutorial a bit:
Start wth tilegen, hit create theme, then go to alien swarm/swarm/tilegen/roomtemplates and copy the contents of example into your theme.
Then open up a room from your theme in hammer and hit shift-a and apply a texture to the floor
hit save and open up Alien swarm tile editor, hit new room template if you saved as a new map, and stick your new tile on the map, along with the start room. Hit save map layout possibly? hit create thumbnails and see if you get a really well lit room?
Alien swarm can be run windowless but not full screen, which makes having alien swarm and hammer easy to switch between
normally after hitting export in tilegen, you should get output.vmf in your alien swarm/swarm/maps/ folder, can you see if you can open this up in Hammer?
Could someone figure out how to set up infinite ammo sentry guns?
oh snap, I should mention hammer in the tutorial somewhere
Does anyone know how to disable those trigger blocks, right now I'm just moving those above the level.
Vis Groups. There is a window on your right hand side. In there you'll see different groups you can check and uncheck to hide things. You can also create your own custom groups.
edit: wrong link, one sec
edit: Here we go: http://www.interlopers.net/forum/viewtopic.php?f=11&t=1835
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Get a tile collection started.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Like one shared floor texture and wall texture at every entrance, regardless of whether it's interrupted by damage or objects like the metal bars in the example tiles. Also, labelling tiles with dynamic lights would be nice.
By the way, if you've played with the tile editor, you'd notice how transitional objects - windows, doors - are used in tile transitions. The correct answer is, they aren't. the windows in the example tileset are actually end tiles attached to a regular corridor. If you replace a window with another end tile that provides a little room, the window is erased, because it was a part of the end tile that just incorporated it into a 1ft blind end. Therefore, windows and doors have to be on one side of a tile border or the other.
So if you're not planning to develop tiles using hammer and just developing tileset maps, keep in mind the rule that all an exit is allowed to be is an opening of a constant width.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Looks like you need to start your own game by using "map mapname" in console in order to use sv_cheats.
They're probably trying to keep the shenanigans that when on with people spawning hordes of tanks in L4D to a minimum. Something about ruining the experience for new players or something.
NOTE: if that doesnt' work, try sv_lan 1 then map mapname.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
sv_lan 1 didn't help, as far as I can tell. thank you for helping me out though.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Anyone want to try and split these up into more managable tiles?
$SteamUserDir\alien swarm\sdk_content\mapsrc\instances
I don't know why it's not set right by default, but there ya go. Most important prefab: doors.
Depends on the lights and the props. But shadows and projected textures are very expensive. And projected textures only work (correctly) with one at a time.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
that would be harrd
Also http://developer.valvesoftware.com/wiki/VMEX
get the rest of the maps
cargo elevator is actually named landing_bay_02
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
The actual cargo elevator is already in a vmf instance. It's <something something>_exit.vmf
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.