Making maps for C.R.A.S.H.Squad

June 03, 2001

 

INDEX

Installation
Files Included
General
New Entities
Single Player Props
Breakable Items
Sample Maps
Textures/Sounds
Contact

 

INSTALLATION

Extract this file into your Kingpin folder (I take it you already did that)

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FILES INCLUDED

CRASH\ENV - custom city sky (used in bom_550hope)
CRASH\MAPS - sample maps (armytruck, bom, helicopter, vip, lapdveh)
CRASH\SOUND - sounds (helicopter, thunderstorm)
CRASH\TEXTURES - textures (misc LA related pictures, bomb textures)
CRASH\DOCUMENTATION - this documentation
CRASH\DOCUMENTATION\IMAGES - graphics (.psd files for textures)
KPRAD - Crash.def (allows you to use CRASH entities in maps)

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GENERAL

Because CRASH Squad is in the beginning stages keep in mind that this kit can change at any time and that you need to check for updates on a regular basis. For now two scenarios will be included in the CRASH Squad beta. The BOM and VIP scenario. Once other scenarios are released this information will be updated.

CRASH Squad takes place in Los Angeles, California and while maps don't have to resemble real places it would be best if they were in an urban style. Maps that look like Egypt will obviously not make sense. Do some research of the areas this MOD takes place in for ideas on maps. For instance the LA subway system is called the DART and their airport is called LAX. It's easy to find information if you search the internet.

CRASH maps don't require items to be placed into the maps (at least not for now) The only entities (besides the normal ones like lights, juniors, etc) that are needed would be the spawn points and the triggers for VIP and BOM.

To make things simple and to create standards it would be good if all map names were started with either vip_ or bom_. For instance a map named Warehouse might be named bom_warehouse if it were a map for the BOM scenario. If it were for the VIP scenario naming it vip_warehouse might be appropriate. This makes maps easier to identify. 

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NEW ENTITIES (contained in crash.def)

INFO_CRASH_START - This is the spawn point needed for the CRASH team. This entity works like any other spawn point. Put 16 of these in each map.

INFO_GANG_START - This is the spawn point needed for the Crenshaw Mafia. This entity works like any other spawn point. Put 16 of these in each map.

NOTE: There is code put in place that will only allow 1 player per spawn. The standard amount of players has been now made 32 so there needs to be 16 spawns for each team.

TRIGGER_VIP - This is the trigger that the VIP must touch to be rescued. This entity works like a trigger_multiple.

TRIGGER_BOMB - This is the trigger that the player who has the bomb must touch to be able to plant it. This entity works like the trigger_multiple.

NOTE: These entities need no additional settings such as the style settings the spawns. However the spawn points do need a direction set if desired just as the other spawn points do.

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SINGLE PLAYER PROPS

Single player props are enabled. Everything from chairs to boxes to rain and snow are allowed in CRASH Squad. 

NOTE: There are some limitations with breakable props. Most of the props haven't been given the ability to respawn after each round. What this means is that if the props are broken in the first round they may not exist in the second round or any round following unless the map is recycled. Also consider using too many props in one area will cause lag.

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BREAKABLE ITEMS

You can make breakable items that will respawn after each round by using the func_explosive entity. Unlike the breakable props, using this entity will allow you to create things like windows, barrels, boards, boxes, etc. that will respawn each round even though they were broken.

How do I make my func_explosive entities give off sound when they're destroyed? Target a target_speaker from the func_explosive. The sounds to use are as follows:

wood - world/boardbreak.wav
glass - world/glasbrk.wav
metal - world/metalbreak.wav

Why don't my exploding barrels respawn?
Instead of using the DMG setting for the func_explosive try targetting target_explosions from the func_explosives. This will ensure they respawn correctly. It also seems to allow for much higher damage settings.

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SAMPLE MAPS (included in this kit)

HELICOPTER.MAP - This map is of the LAPD helicopter I used in two of the maps.

ARMYTRUCK.MAP - This map is of the army truck I used in the Greenline map.

VIP_SAMPLE.MAP - This map shows the use of the info_crash_start, info_gang_start and the trigger_vip entity along with examples of how to create breakable items such as wood, glass, and metal.

BOM_SAMPLE.MAP - This map shows the use of the info_crash_start, info_gang_start and the trigger_bom entity along with examples of how to create breakable items such as wood, glass, and metal.

LAPDVEH.MAP - This includes two prefabs of LAPD vehicles. One is a car and the other is a truck. These were a joint effort created by {NK}Titleist and myself.

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TEXTURES\SOUNDS

There are also some custom textures\sounds being included.

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CONTACT

Feel free to post any questions in the TRAM Design forums http://www.poisonville.com/tram or contact Tunnleram tunnleram@poisonville.com about this mapping kit or any other mapping issues having to do with CRASH Squad.
For general Kingpin information go to http://www.poisonville.com 

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