Mapping for Swarm Version 3.+
(Using Worldcraft 3.3)
- STEP 1 | STEP 2 | STEP 3 | STEP 4 | STEP 5 | STEP 6 -


Welcome to the Swarm Mapping page. Below is decriptions of the unique features of Swarm, and examples of each of the types of gameplay that can be created. I do assume a few things, and that is your using Worldcraft 3.3, you know how to put a basic map together (in HL or any mod for that matter), and you know the difference between a brush and an entity. This information was created for Swarm Version 3, so some features will not work in previous Swarm versions, but will work in any versions afterwards.

The horizontal menu above is your navigational key to jumping from one Step to another.


Step 1 - Intro to Swarm Mapping

Swarm mapping is very simple, yet endless in possibilities. Swarm is a Half-Life MOD that allows users to play either Xen or Human classes. One destinct feature that sets Swarm apart from other MODS is that the mapper can use any monster entity in there Swarm maps. This includes scripting and all. So you have the option of creating a battlefield of AI Human's and Xen's with no 'real' players present. The sight of a 'empty server' can now be reserved for the other mods. :)

Swarm also has added some new options to the existing entities. By de-selecting the 'Smart-Edit' button, you can click the 'Add' button and type in "teamname" in the 'Key' field, and whatever team you want this entity to only effect, type it in the 'Value' input text box. This is great for making doors, turrets, trigger_hurt, etc... only effect one team. This is also how you can set AI too love or hate thou enemy.

Setting up Worldcraft 3.3 for Swarm mapping is no different than setting it up for HL or other mods like CounterStrike and TFC. Only thing you must remember is that you only load the swarm.fgd, and not the half-life.fgd. (or any others for that matter). According to Valve, you are allowed to use any textures from any of Valve's MODS. This includes CounterStrike, Team Fortress Classic, and Half-Life. There are also many other talented artists who have made custom .wad files, you just need to look around.


Step 2 - Swarm's Custom Entities

Below are the custom entities for Swarm located in the 'swarm.fgd' file. There are in order of what you would see in Worldcraft 3.3, and are as followed:

Swarm Custom Entities List
Entity name Description
   
swarm_team_human Used to create each Human team in a map. One per team.
swarm_team_xen Same as above, but for Xen team's only.
swarm_map_data Used for controlling a sequence of maps. So if one goal is achieved, it continues onto the next map in sequence.
 
swarm_scenario Used for describing the current map, and if there are any other maps in the sequence. Also the 'Flag' tab has an important option to allow the team to re-spawn. This gives you the option of a Counter-Strike type of gameplay, or typical TFC/HL type of gameplay.
 
swarm_capture_mission Capture the Flag gameplay. Except how it works is you create the brush you want to be captured, and attach it to this entity.
 
swarm_destroy_mission Destroy the Object gameplay. You can create any brush or have a button that targets this entity, causing the round to end.
 
swarm_escort_mission Escort a Player gameplay. Use this for making a certain class or AI monster the VIP that needs to be destroyed in order to win.
 
swarm_survive_mission Surviver gameplay. This is used when you want to set a timer for the level.
swarm_spawn_point These are where the player will start, you want to put at least 12 per team so people don't spawn at the same time in the same spot. You can adjust it so only a specific class can spawn as well. Good for classes who require larger area's or fly.
 
swarm_ammo_human_primary Primary ammo re-supply for the Human team(s).
swarm_ammo_human_secondary Secondary ammo re-supply for the Human team(s).
swarm_ammo_xen_primary Primary ammo re-supply for the Xen team(s).
swarm_ammo_xen_secondary Secondary ammo re-supply for the Xen team(s).

Every Swarm map must have the following entities:

info_player_start Only one per map required. Nothing to edit.
swarm_map_data Only one per map.
swarm_scenario Only one per map.
swarm_team_human Only one per team per map. For every team you have, you must have this entity to describe the team name, how many of each class are allowed, etc..
 
swarm_team_xen Same as above, but for the Xen.
swarm_spawn_point At least 12 per team.


Step 3 - Making a Capture the Crystal map

Coming soon...





 
- STEP 1 | STEP 2 | STEP 3 | STEP 4 | STEP 5 | STEP 6 -