Smokin' Guns is intended to be a recreation of the "Old West's" great atmosphere. It is being developed on IoQ3's implementation of Id Softwares IdTECH3 engine. This Total Conversion of Q3 includes weapons created with historically correct information about damage, rate of fire, reload time, etc. It also includes gametypes and maps inspired mostly from western styled movies. And to increase the feeling of a "Gunslingers Atmosphere" music tracks and sounds have been adapted to the simulated times. The Smokin' Guns game started its life under the name of Western Quake³. It was originally developed by a team known as Iron Claw Interactive. They released WQ³ beta 2.0 in 2003, after which development all but ceased. In May 2005, development of Western Quake³ was taken over of by a bunch of cowboys calling themselves The Smokin' Guns with the blessings of the former team. Improvements to the game continue to this day! Please post all support issues in the forums for the game.

Post tutorial Report RSS Smokin' Guns Gametypes

Smokin' Guns has three types of maps: dm_ , br_ , and du_ . You will need to name your map accordingly, as well as have the correct entities for your map to work in SG. This tutorial explains exactly what you need to make your map work.

Posted by on - Basic Mapping/Technical

Table of Contents

  1. Deathmatch, Team Deathmatch, & Round Team Play
  2. Bank Robbery
  3. Duel


Deathmatch, Team Deathmatch, & Round Team Play

Deathmatch, team deathmatch, & round team play all use the same map file. To make a DM/TDM/RTP map make sure to name your map dm_mapname.map. This will cause your map to be recognized as a DM/TDM/RTP map. The only special entities you need to use for this map type is:

  • info_player_deathmatch

      The spawn points for players in the DM and the TDM game modes
  • team_CTF_blueplayer/team_CTF_redplayer
      Initial Blue team spawning position for RTP gametype. This is where players spawn when they join the Blue/Red team.
  • team_CTF_bluespawn/team_CTF_redspawn
      Blue team respawning position for TRP games. This is where Blue/Red team players respawn after they get fragged.




Bank Robbery

To make a BR map make sure to name your map br_mapname.map. This will cause your map to be recognized as a BR map. The BR specific entities you need to use for this map type are a little different then the DM/TDM/RTP gametype:

  • info_player_deathmatch

      The spawn points for players in the DM and the TDM game modes. While this entity does not get used in the BR gametype, you need to have at least one info_player_deathmatch entity in the map in order to compile.
  • team_CTF_blueplayer/team_CTF_redplayer
      Initial Blue team spawning position for RTP gametype. This is where players spawn when they join the Blue/Red team.
  • team_CTF_bluespawn/team_CTF_redspawn
      Blue team respawning position for TRP games. This is where Blue/Red team players respawn after they get fragged.
  • item_money
      Gold sack for bank robbery mode. Make sure you use this instead of pickup_money.
  • trigger_escape
      Touching this will let the team win the round who robbed the bank. You will need to create a brush covering the area you want to be your escape point; then texture it with the textures/common/trigger texture; and finally, while it is selected, select trigger/trigger_escap



Duel

Duel map is made up of multiple sections. Each section contains its own entities. To make a DU map make sure to name your map du_mapname.map. This will cause your map to be recognized as a DU map. The special entities you need to use for this map type are similar to the DM gametype:

  • info_player_deathmatch

      The spawn points for players in the DM and the TDM game modes. For each section of the you will need two info_player_deathmatch. To differentiate between the different sections of the duel map you will need to add:
      key: part
      value:
      (different numbers for each section)
  • info_player_deathmatch
      Identical to the other info_player_start entities above, but these are for the "trio" mode (meaning you will need to have three of these in the section). Like before, you will need to add:
      key: part
      value:
      (different numbers for each section)
      BUT, in addition, you will also need to add the following to enable trio mode on your new du_ map:
      key: trio
      value: 1
  • info_player_intermission
      Camera for intermission screen between matches. This is where the spectators start when they either die or change between map sections. Because each section of the map has its own info_player_intermission, you will need to add the following:
      key: name
      value:
      (different names for each section. This should be a creative name describing that map part, and less then 20 characters eg: "Graveyard")
      key: part
      value:
      (different numbers for each section)

Other SG Tutorials

  1. Setup GTK Radiant 1.4 for Smokin' Guns
  2. SG Entities Tutorial
  3. Compile a Smokin' Guns Map
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