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

GitHub: Github.com

Discord: Discord.gg


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RSS Articles

Mapbase v5.1 released

News

Mapbase Version 5.1


Mapbase v5.1 Release Build

Mapbase Release Build


Changelist:

Game:

- 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)

Shaders:

- Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps

Files/Scripts:

- 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

VScript:

- 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)

FGD:

- Added "Pretend to be in skybox" to EFlags
- Added spheres to npc_template_maker radius and ai_script_conditions distances

Compile Tools:

- 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 v5.0 released

Mapbase v5.0 released

News 2 comments

Mapbase's v5.0 update has been released. This update is one of Mapbase's biggest updates yet, adding tons of new features and even partly changing how...

Mapbase v4.3 released

Mapbase v4.3 released

News

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 v4.2 released

Mapbase v4.2 released

News

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...

Mapbase v4.1 released

Mapbase v4.1 released

News 1 comment

Mapbase's v4.1 update has been released. This update adds $treeSway and fixes several long-standing bugs.

RSS Files
Mapbase Release Build

Mapbase Release Build

Full Version 4 comments

This build includes the main 3 folders involved in Mapbase and a README.txt with instructions.

Mapbase VScript Samples

Mapbase VScript Samples

SDK

Sample scripts which demonstrate how VScript can be used in Mapbase.

Mapbase VScript Beta Build

Mapbase VScript Beta Build

Full Version

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...

Mapbase Compile Tools

Mapbase Compile Tools

Mapping Tool

Custom map compilation tools (vbsp, vvis, vrad) needed to compile Mapbase maps. Slammin' Source works as well.

Mapbase Multi-Tool

Mapbase Multi-Tool

Installer Tool

A special, experimental tool used for miscellaneous Mapbase tasks, like creating tool shortcuts or converting VMT files to the new shaders.

Mapbase Demo Maps

Mapbase Demo Maps

Demo

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...

Comments  (0 - 10 of 45)
ertup9
ertup9

Will there be support for functions from Mapbase in gmod?

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Blixibon Creator
Blixibon

Probably not. Some of them could be recreated in Lua, but not all of them.

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Koishi_Komeiji_1984
Koishi_Komeiji_1984

Now I have a question:will you add localization support for env_instructor_hint?because
I want to use other languages in it, not only English

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Blixibon Creator
Blixibon

It already has localization support. You can use localization tokens in env_instructor_hint's caption instead of just raw text. You can even have map-specific localization files.

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J5games
J5games

I downloaded this mod, but when I was going to run it closed alone, I went to gameinfo.txt I changed the steamapp id to 220 and then it worked correctly, I don't know if it was supposed to be, but it worked

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Blixibon Creator
Blixibon

Changing the app ID to 220 causes Mapbase to run in Half-Life 2 instead of Source SDK Base 2013 Singleplayer. Mapbase may not function when running in Half-Life 2 instead of Source SDK Base 2013 Singleplayer.

Did you follow the instructions in README.txt? Don't forget to set Source SDK Base 2013 Singleplayer to the "upcoming" branch.

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J5games
J5games

I had to put "upcoming" as a beta of the Source SDK Base 2013 Singleplayer, sorry for the inconvenience, the word "branch" does not have a correct translation for my language and I thought it was to put "upcoming" in the sdk boot options.

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Koishi_Komeiji_1984
Koishi_Komeiji_1984

will you try to fix vgui_screen's crash problem?

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Fennecai
Fennecai

question: if i make an episodic mod with this (probably wont happen but y'know), how do i release it? would i package mapbase with it, or do i tell people to install mapbase, or....? cause with the latter, nobody is gonna actually listen, in my experience..and they'll complain that my mod doesn't work. with the former, i can avoid that. but i just wanna know what the best course for action is for releasing mapbase mods so that they work.

again i think packaging the mapbase content with the mod is the best solution but idk if your ok with that as the mod author; even if credit is given

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Blixibon Creator
Blixibon

There is an article dedicated to this on Mapbase's wiki:
Github.com

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Fennecai
Fennecai

ah ok- had trouble finding it. thanks!

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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

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