The concept of the mod is really simple, it is the same as other props mods in other games. The hiders can disguise as objects, and hide on the map.

Post tutorial Report RSS Custom HNS map

In this tutorial I'll show you, how can you make your own Hide 'n Seek compatible map.

Posted by on - Basic Mapping/Technical

Keep in mind, adding custom maps are available from the version of 2013-04-27.

Creating a Hide 'n Seek map is almost the same as a default map, without the need of placing objective points, and etc.

What your map must contain:

  • At least one mp_global_intermission
  • At least one mp_tdm_spawn_allies_start
  • At least one mp_tdm_spawn_axis_start
  • At least one mp_tdm_spawn

Everything else depends on you! The structure doesn't matter, but always try to create a detailed map with many placed objects. After you have created the map, you have to define the model list in the GSC file of your map. Please don't forget, that the list must contain the default model of your map (which is com_pallet_stack as default), and you can only use models, which are in the list of an originally supported map (Stock maps + Cluster + Backyard). However, if you want to use other objects in your list too, then contact me, and I can include the required materials, images and strings in the next version. However, this way your map can be played only from that version, so then it's better to mention it in the infos of your map. Every listed model must be in the FF of your map (by placed on the map itself, or by writing in the CSV), except some globally contained models.

The GSC of your map should look like this:

#include maps\mp\gametypes\_models;

main()
{
	maps\mp\_load::main();

	maps\mp\_compass::setupMiniMap("compass_map_mp_hns_test");

	ambientPlay("ambient_crossfire");

	game["allies"] = "marines";
	game["axis"] = "opfor";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["allies_soldiertype"] = "desert";
	game["axis_soldiertype"] = "desert";

	// Default seeking time (in seconds)
	level.timer = 60;

	// Default minimum seeking time (in seconds)
	level.mintime = 30;

	// Default player weight time (in seconds)
	level.difftime = 1;

	// Default hiding time (in seconds)
	level.hidetimer = 30;

	// Default model
	level.defaultModel = "ch_crate64x64";

	// Model list
	addObj("ch_crate64x64");
	//addObj("com_pallet_stack");
}

Here you can make a list of models with the addObj() function. The most optimal way of sorting is, if you order them alphabetically ascending by their English title. If you don't remember the displayed name of a model, you can check it anytime in-game. Currently you can add up to 45 models, which must be enough. If your map requires some more, contact me, and I'll try to free up some menu space for it in the next version. Don't forget the first #include maps\mp\gametypes\_models; line, because it allows you to use that function. And also remember to rewrite the level.timer = 60; row, and all the other configuration lines if needed, since probably the default seeking time of your map will be higher than 60 seconds, etc. Explanation about these properties are in the config file of the mod.
Hopefully this small tutorial was clear. I have also made a test map, with which you can test when needed. You can download it here.

Models, included in the mod globally:
cargocontainer_20ft_red
com_cardboardbox01
com_cardboardboxshortclosed_2
com_pallet_stack
com_plasticcase_black_big
com_tv2
me_corrugated_metal8x8
mil_sandbag_desert_long
vehicle_80s_hatch1_brn_destroyed
vehicle_80s_sedan1_brn

The list of currently supported objects for hiders:
mil_bunker_bed3
com_mannequin3
me_market_umbrella_5
bathroom_toilet
bc_hesco_barrier_med
bc_militarytent_wood_table
candy_cane
cargocontainer_20ft_red
ch_baby_carriage
me_market_umbrella_6
com_cafe_table1
com_cafe_table2
ch_bedframemetal_gray
com_conference_table1
com_ladder_wood
com_server_rack_sid
mil_bunker_bed2
ch_crate32x48
ch_crate48x64
ch_crate64x64
ch_dinerboothchair
ch_dinerboothtable
ch_dinercounterchair
ch_furniture_couch01
ch_furniture_couch02
ch_furniture_school_lunch_table
ch_furniture_teachers_desk1
ch_gas_pump
ch_hayroll_02
ch_hayroll_03
ch_lawnmower
ch_mattress_2
ch_mattress_3
ch_russian_table
ch_snack_machine_big_russia
ch_washer_01
com_armoire_d
com_restaurantstove
com_barrel_biohazard_rust
com_barrel_black_rust
com_barrel_blue_rust
com_barrel_fire
com_barrel_green
com_barrel_green_dirt
com_barrel_green_rust
com_barrel_tan_rust
com_barrel_white_rust
com_barrier_tall1
com_bench
com_bike
com_bookshelves1_d
com_bookshelveswide
com_cafe_chair
com_cardboardbox01
com_dresser
com_dresser_d
com_electrical_transformer
com_filecabinetblackclosed
com_folding_chair
com_folding_table
com_lamp_ornate_on
com_metalbench
com_northafrica_armoire_short
com_pallet_stack
com_photocopier
com_plainchair
com_plasticcase_beige_big
com_playpen
com_powerpole1
com_powerpole3
com_propane_tank02
com_restaurantkitchentable_1
com_restaurantsink_1comp
com_restaurantsink_2comps
com_restaurantstainlessteelshelf_01
com_restaurantstainlessteelshelf_02
com_restaurantstovewithburner
com_stepladder_large
com_stove
com_stove_d
com_trashcan
com_trashcan_metal
com_trashcan_metal_with_trash
com_tv1
com_tv2
com_water_heater
com_wheelbarrow
com_woodlog_24_192_d
ct_china_vase
ct_statue_chinese_lion
ct_street_lamp_on
foliage_dead_pine_med
foliage_red_pine_lg
foliage_tree_grey_oak_lg_a
foliage_tree_grey_oak_sm_a
foliage_tree_palm_bushy_1
foliage_tree_palm_bushy_1_static
foliage_tree_palm_bushy_2
foliage_tree_palm_bushy_3
foliage_tree_palm_bushy_3_static
foliage_tree_river_birch_lg_a
foliage_tree_river_birch_xl_a
giftbox_01
me_ac_big
me_ac_window
me_basket_rattan01
me_basket_wicker05
me_concrete_barrier
me_construction_dumpster_close
me_construction_dumpster_open
me_corrugated_metal8x8
me_dumpster
me_dumpster_close
me_gas_pump
me_market_stand4
me_phonebooth
me_refrigerator
me_refrigerator2
me_refrigerator_d
me_streetlight
me_streetlightdual
me_streetlight_on
me_telegraphpole
me_telegraphpole2
me_wood_cage_large
mil_bunker_bed1
mil_sandbag_desert_curved
mil_sandbag_desert_long
prop_misc_rock_boulder_04
prop_misc_rock_boulder_snow_05
snowman
snow_tree_lights01
foliage_dead_pine_sm
com_bomb_objective
com_cafe_chair
com_cafe_chair2
me_satellitedish
com_restaurantchair_2
com_wagon_donkey
com_wagon_donkey_nohandle
me_market_umbrella_3
foliage_dead_pine_xl
tvs_cubicle_round_1
vehicle_80s_hatch1_brn_destroyed
vehicle_80s_sedan1_brn
vehicle_bmp_dsty_static
vehicle_bmp_woodland_dsty_static
vehicle_bulldozer
vehicle_delivery_truck
vehicle_humvee_camo_static
vehicle_pickup_technical_destroyed
vehicle_sa6_static_woodland
vehicle_small_hatchback_blue_static
vehicle_small_wagon_d_white
vehicle_tanker_truck
vehicle_tanker_truck_d
vehicle_tractor
vehicle_tractor_2
vehicle_uaz_hardtop
vehicle_uaz_hardtop_dsr
vehicle_uaz_light_dsr
ch_street_light_01_off
cs_monitor1
cs_tow_hook
ch_missle_rack
ch_sign_noentry
ch_sign_noparking
ch_sign_nopedestrians
ch_sign_stopsign
com_clothing_rack_1
com_lamp_ornate_off
com_rowboat
com_shopping_cart
com_steel_ladder
com_tv2_d
cs_steeringwheel
ct_statue_chineselionstonebase
ct_statue_chinese_lion_gold
me_antenna
me_antenna2
me_antenna3
me_market_stand1
me_sign_noentry
me_sign_stop
mil_sandbag_desert_corner
mil_sandbag_desert_end_left
prop_fishmarket_lobster_box
vehicle_80s_hatch1_greendest
vehicle_80s_hatch1_green_destroyed
vehicle_80s_hatch1_reddest
vehicle_80s_hatch1_red_destroyed
vehicle_80s_hatch1_red_destructible_mp
vehicle_80s_hatch1_silvdest
vehicle_80s_hatch1_tandest
vehicle_80s_sedan1_green_destroyed
vehicle_80s_sedan1_green_destructible_mp
vehicle_80s_sedan1_red
vehicle_80s_sedan1_red_destructible_mp
vehicle_80s_sedan1_silv
vehicle_80s_sedan1_silv_destroyed
vehicle_80s_sedan1_silv_destructible_mp
vehicle_80s_sedan1_tandest
vehicle_80s_sedan1_yeldest
vehicle_80s_sedan1_yel_destructible_mp
vehicle_80s_wagon1_silvdest
vehicle_80s_wagon1_tandest
vehicle_80s_wagon1_yel_destroyed
vehicle_80s_wagon1_yel_destructible_mp
vehicle_bm21_mobile_cover_dstry_static
vehicle_bus_destructable
vehicle_m1a1_abrams_dmg
vehicle_pickup_nodoor_static
vehicle_pickup_roobars
vehicle_semi_truck_cargo
vehicle_tanker_truck_civ
vehicle_uaz_fabric_dsr
vehicle_uaz_hardtop_static
vehicle_uaz_van
wetwork_grave3
com_industrialtrashbin
vehicle_pickup_technical_destroyed_static
ap_couch01
ch_furniture_kids_chair1
ch_furniture_kids_desk1
ch_furniture_teachers_chair1
com_office_chair_black
vehicle_zpu4_burn_static
ch_tombstone2
com_basketball_goal
com_newspaperbox_blue
com_newspaperbox_red
vehicle_80s_wagon1_red_destroyed
ch_bedframemetal_dark
vehicle_80s_sedan1_reddest
vehicle_80s_sedan1_green

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