Table of contents
Gamemode settings
Tickrate: 100
sv_accelerate 5 sv_airaccelerate 1000 sv_wateraccelerate 1000 sv_maxvelocity 3500 sv_jump_impulse 301.993377 sv_timebetweenducks 0 sv_staminamax 0 sv_staminajumpcost 0 sv_staminalandcost 0 sv_autobunnyhopping 1 sv_enablebunnyhopping 1 sv_clamp_unsafe_velocities 0 sv_minrate 786432 sv_mincmdrate 64 sv_minupdaterate 64 sv_friction 4 sv_backspeed 0.6 sv_stopspeed 75 sv_ladder_scale_speed 1
The values on sv_friction, sv_backspeed, sv_accelerate & sv_stopspeed are all taken from the default settings in Counter-Strike: Source.
Mapping guidelines
- General rules
- Map props
- Basics of zoning
- Start zone
- End zone
- Checkpoints (optional)
- Bonus zones
- Map properties
- Naming convention
- Zones TL;DR
General rules
- It is the mappers duty to reset any changed movement values on clients when they enter the start zone such as gravity or other speed modifiers.
- At least 1 CT & 1 T spawn placed inside the start zone preferably.
- Do not use func_door's to make blocks that teleport you back, this is an outdated technique.
Map props
- Refrain from using props that can be used to RNG player runs e.g. moving props (barrels, rotating things etc.) and opening doors.
Basics of zoning
- There can only be unique names in the property field
name, having more than 1 entity with the samenamewill result in a sanity check fail. - It is the mappers job to mark/draw zones if they wish to do so!
- Do not place a booster inside your start zone, they need to be at least 72 units apart from each other!
Start zone
The map must have 1 trigger_multiple entity with the property name set to mod_zone_start.
Having more than one entity with the property name set to mod_zone_start will result in a failed sanity check.
End zone
The map must have 1 trigger_multiple entity with the property name set to mod_zone_end.
Having more than one entity with the property name set to mod_zone_end will result in a failed sanity check.
Checkpoints (optional)
Checkpoints work independently of all other zones which means that skipping checkpoints has no effect on the main run.
Examples of entities
// Example 1 (works!) mod_zone_start mod_zone_checkpoint_1 mod_zone_checkpoint_2 mod_zone_checkpoint_3 mod_zone_end // Example 2 (does not work!) mod_zone_start mod_zone_checkpoint_1 mod_zone_checkpoint_3 // Error missing checkpoint 2 mod_zone_end // Example 3 (does not work!) mod_zone_start mod_zone_checkpoint_2 // Error missing checkpoint 1 mod_zone_checkpoint_3 mod_zone_checkpoint_4 mod_zone_end
Bonus zones
Same logic applies to all bonus zones except you add _bonus_X_ after _zone_
The X defines which bonus the zone belongs to, if there is more than 1 bonus on the same map.
// Example of valid names where X represents a number
mod_zone_bonus_X_start
mod_zone_bonus_X_end
mod_zone_bonus_X_checkpoint_XMap properties
Giving your map a difficulty
- How to add custom key to map properties
You can find this in hammer Topmenu -> Map -> Map properties... (entity worldspawn)
- Map difficulty
mod_tier->3range from 1 to 6, where 1 is easy and 6 is hard. - Map creator
mod_creator->my name - Map creator's steamid64
mod_creator_steamid64->76561198244883534
Naming convention
- Map names should have the prefix
fly_ - Refrain from adding suffix'es to map names e.g.
fly_mymap_v1, fly_mymap_v2, fly_mymap_fix, fly_mymap_<insert_name_of_commnuity_here> - Refrain from having numbers in map names e.g.
fly_mym4p - Do not use uppercase letters, spaces and special characters in map names e.g.
fly_mym$p, fly_MyMAp, fly_my map
TL;DR
trigger_multiple
mod_zone_start- Must have 1, any maps with more than 1 or none will not be acceptedmod_zone_end- Must have 1, any maps with more than 1 or none will not be acceptedmod_zone_checkpoint_X- Optional, if you wish to implement checkpoints refer to this sectionmod_zone_bonus_X_start- Optional, if you wish to implement bonus zones refer to this sectionmod_zone_bonus_X_end- Optional, if you wish to implement bonus zones refer to this sectionmod_zone_bonus_X_checkpoint_X- Optional, if you wish to implement bonus zones refer to this section
If you wish to sanity check your map download ##this## tool then drag & drop the map onto it.
Plugin guidelines
If you wish to make a timer for this gamemode please follow our standards.
-
Start zone
mod_zone_start- The tick where
!(EntityFlags & FL_ONGROUND)is when the timer starts, or if walk out of the zone while touching the ground.- A players timer should be stopped if the speed of the player is greater than 290 upon timer start. if this happens you probably did something wrong in the first place!
- A player should not be able to run faster than 290 on ground inside a start zone.
- If a player's timer is already started and he jumps back in the start zone and lands on the ground inside the start zone, he should be punished with a speed reset to 250.
- The tick where
-
End zone
mod_zone_end- The tick where a SDKHook
OnTouchhappens is the tick we use to measure the tick count from when he left the ground inside the start zone.
- The tick where a SDKHook
-
Checkpoint start
mod_zone_checkpoint_X- Reaching/initial touch on a checkpoint zone only marks what your main timer was at when reaching this area.
- Please also read the mapping guidelines on checkpoints, it will strengthen your knowledge and understanding of checkpoints.
-
Bonus zones
- They all work the same way "main" start/end/checkpoints do except they have a prefix of
mod_zone_bonus_Xwhere the X represents what bonus it is, so you can have multiple bonuses in 1 map. - Note
mod_zone_bonus_<bonus_level>_checkpoint_<checkpoint_number>
- They all work the same way "main" start/end/checkpoints do except they have a prefix of
-
Ticks vs Time
- How we calculate time used in a run is TBD
Other than that apply common sense to whatever you do :)

