Mapbase is a special mod for Source 2013 which improves the engine and entities to be more capable and stable for mapping and other kinds of modding. It's designed to be used as a "modding platform" for level designers and modders, meaning mappers would create their maps based off of this mod and larger mods with their own unique changes would draw from Mapbase's code and assets.
Mapbase's original goal is to make mapping easier and more flexible for HL2 level designers without changing too much of the game itself. Mapbase includes 50+ new entities (not counting filters or engine ports), hundreds of new I/O/KV (Inputs/Outputs/Keyvalues), a custom implementation of VScript, custom shaders with radial fog, countless fixes, and enhanced FGDs all in one single package.
Mapbase is NOT an improved version of Hammer. Mapbase is a mod for Source 2013 itself and maps using it must be played in Mapbase or a mod running its code in order to function correctly.
Mapbase can be compared to mods like Spirit of Half-Life or even Smod in many ways, but most of Mapbase's changes are quality-of-life improvements that could largely only be noticed in the editor. The main goal of this project is to alleviate the craziness and inconvenience of mapping and modding for Source.
Trello Board: Trello.com
- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn
- Added WIP background nodraw for point_cameras set to not draw skybox at all
- Fixed map-specific talker not flushing on restore
- Added optional HUD hint to code-based game instructor hints
- Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD)
- Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input
- Fixed math_mod not saving mod value (reported by Klems)
- Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps
- Deleted the invisible door geometry in the "blank" door models used in brush doors, which fixes a bug with the flashlight
- In the source code, thirdpartylegalnotices.txt has been updated to mention the Squirrel API
- Added metrocop "harass" animations to Combine soldiers and citizens. This includes the new Faceposer gestures
- Fixed incorrect type checking for script instances in VScript
- Added a bunch of new misc. VScript constants
- Added a few new base VScript functions
- Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts
- Fixed debug overlay functions by replacing them with a Source 2-style singleton (contributed by samisalreadytaken)
- Renamed a bunch of VScript functions to make them more in-line with later Source (2) games, still allowing the original names to be used as legacy support (contributed by samisalreadytaken)
- Added expanded support for script function thinking (contributed by samisalreadytaken)
- Fixed worldspawn crashing the game when running entity scripts (reported by krassell)
- Added "Pretend to be in skybox" to EFlags
- Added spheres to npc_template_maker radius and ai_script_conditions distances
- Fixed manifests creating a second worldspawn, allowing them to function properly in HL2
- Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping
- Added a keyvalue to func_instance which allows vector axis lines to be remapped properly
- Added support for manifest root path instances in VBSP
- Added missing PrintBrushContents() contents to VBSP
- Added -nohiddenmaps parameter
- Made manifest cordon somewhat functional
The "Manifest" menu in Hammer is infamous for occupying much of the editor's screen space without ever being used for anything in the average map. This menu is supposed to be used for a special instancing feature which was partly broken and not very viable for creating a map.
This update makes a ton of changes to VBSP which allow manifest (.vmm) files to be compiled properly without any external tools or workarounds.
A manifest splits a map into special instances called "sub-maps". Manifests were already mostly functional in Hammer, but VBSP previously suffered from serious issues with compiling them directly, which made them difficult to use. By fixing VBSP's problems, this update eliminates most of the extra steps involved with compiling a manifest, effectively making manifests viable for a regular mapping workflow.
This is a picture of a blank manifest menu.
This is a picture of a manifest menu in usage.
Some of the manifest fixes affect instances as well. For example, node ID and brush side remapping have been added in this update, which can be used to incorporate AI nodes and overlays into regular instances.
Some of the other VBSP code involved with these fixes is based off of DeathByNukes's fork of the original Source 2013 repo on GitHub, which has no affiliation with Mapbase.
This update introduces a custom version of the WindowImposter shader based on source files from the Alien Swarm SDK. This shader is used for the "dev_windowportal" material, which renders cubemaps for func_areaportalwindow.
Mapbase's custom version of WindowImposter will allow it to use the SteamPipe cubemap fix and will add support for parallax corrected cubemaps. Due to the way parallax corrected cubemaps are compiled in VBSP, this also means existing instances of WindowImposter which draw from env_cubemaps with defined cubemap bounds will now utilize parallax corrected cubemaps.
This update was scheduled to be released several days ago, but I was prevented from doing so due to a mixture of IRL circumstances, wanting to work on other projects (which ironically hinged on this update), procrastination, and burnout. It seems like this happens a lot with Mapbase updates for some reason.
If you find any issues with this update, please report them here, on the Discord server, or on the repo's "Issues" page.
Mapbase's v4.3 update has been released. This update expands some existing features and makes Mapbase more stable in preparation for the MP port and an...
Mapbase's v4.2 update has been released. This update is a follow-up to v4.1 and mostly just contains minor improvements, although it does prepare Mapbase...
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Sample scripts which demonstrate how VScript can be used in Mapbase.
This build is a version of the release build which contains Mapbase's experimental VScript support. Please report any issues to the comments of this file...
Custom map compilation tools (vbsp, vvis, vrad) needed to compile Mapbase maps. Slammin' Source works as well.
A special, experimental tool used for miscellaneous Mapbase tasks, like creating tool shortcuts or converting VMT files to the new shaders.
BSP and VMF files for the maps seen in Mapbase's media. These started as showcases of Mapbase's features, but they aren't true "demo" maps anymore as...
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Highest Rated (3 agree) 10/10
30.09.2019 - starting from this day, mods/mappacks that don't utilize Mapbase and it's contents and improvements of the Source Engine, will be rare.
Oct 1 2019 by alex_mmc