From Mapping to Modding

archvilell

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I don't know which forum this goes in since it deals with both mapping and modding, but here's my question anyway.

I've made a map for CS:S and feel I know the ropes of Hammer somewhat. Now, isn't a mod just a series of new maps strung together with some scripted sequences? If not, what's different? Besides CS specific stuff, how are the maps any different?

I'm a complete noob when it comes to modding, so any help/tips/links to tutorials would be greatly appreciated.
 
Well you should be able to use your brains to figure that one out.
 
Well there seems to be a bit of confusion between Mods and Total Conversions, Ive personally grouped them together but Im told theres a difference. I mean JBMod is a Mod, whereas Natrual Selection is a Total Conversion, but its called a Mod. Either way, a Mod imo isnt just a load of maps, its an entire new game of sorts, usually based on something (Too many WW2 ones btw) with new weapons, skins, maps, the whole shebang basically. Also, it usually requires a team and takes quite a while. Not sure what things like Antlion Troopers would be called, just single player maps I think.
 
A mod can be a whole new game using either existing limitations (ie. using weaponry, characters, etc.) of the game you are modifying or it can be a stand alone thing using just the engine and things like that....
I dunno for sure but you should be able to create a good enough game without new weaponry or enemies - still would prob require a team but is much much easier
 
Mods modify more than maps. They modify some if not all of:

-maps
-weapons
-gameplay system
-textures/art content
-music
-story
-anything else
 
If you simply made a series of single-player maps then that would technically be a new campaign. You would however have to use the modding tools if you wanted to make them standalone or even accessable from some sort of a menu (as opposed to instructing people to type stuff into the console).

Even though all you'd be doing is modifiying 2 small lists, being the chapter list and main menu background map list, it would still have to be recompiled in a C++ compiler to put it all back together again and it would still be called a mod, even you really haven't changed any of the game mechanics itself.
 
I planned on making the game from a combine's point of view, but I would use different maps, guns and music. I'm not sure how close I can get to the HL2 storyline without infringing copyrights (I really want to making Opposing Force 2, but I don't think that will happen). I could have a different storyline however, and instead of chasing anyone named Gordon Freeman, the character could just be trying to crush the resistance. I think that would be far enough away from the HL2 story that I wouldn't bump into Valve's copyrights.

I would have a team, sort of. One of my friends is great at Maya and could make a few new guns. Another is decent at C++, and the last is good with C++ and is in a band, and he said he'd let me have some of his music.

All my job is really making maps and once everyone is done with their parts, I'd put them together. I really don't care how long it takes, as long projects are the best projects. I think they turn out better in the end.

Heh, The coding forum and mapping forum will definitly be first in my Favorites list on my browser.
 
To modify where the chapters go (when you open a chapter what map it directs to), you need to open up source engine.gcf and extract the chapter**.cfg (Where x is the chapter number) from the cfg folder and the chapter_backgrounds.txt from the scripts folder.

There are notes on how you mess around with chapters and their names here:
http://www.valve-erc.com/srcsdk/Levels/background_maps.html

I think you can get away with mucking around with the Half Life storyline considering how many Half Life mods did it, including Azure Ship, Poke646, Todesangst 1 & 2, Point of View and so on.

Then you just have to learn the SP specific entities. At it's most basic you could start with making combine friendly, resistance and vorts hostile and re-colour the HEV hands to look like Combine gloves.
 
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