Zombie Master Icon ZM Tutorial

Making Your First Map

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All the bacic Things needed for your first zombie master map

[b][title]Before you start[/title][/b] Before i start this tutorial i recommend that you have basic hammer/Source sdk knowledge, If you are new to hammer, make a few cs:s or hl2 maps first. You will find source sdk in the tools section of steam. download it there In This tutorial i am not going to explain how to configure zm for hammer. for help on that please go here: http://www.zombiemaster.org/smf/index.php?topic=910.0 After you have everything set up you can start mapping! [b][title]The Map[/title][/b] Before you start adding the props, zombie spawns and traps. you will need to make the layout. i have done a simple area with a room that has a door and window. Refer to picture a irnrfgd The entity you will need for the survivor spawn is labeled 'Info_player_deathmatch' i recommend you make at least 15 of these as 16 is the average player ammount for a zm server. The spawn for the zombie master is an entity named 'Info_player_zombiemaster' this is where the zm will spawn, you only need one of these. after this we can start with the traps and zombie spawns, [b][title]Traps[/title][/b] the entity for a trap is called 'info_manipulate' i will now go through how to make it trigger a bacic trap. for my trap i am going to make it so the glass can break. first of all i am going to make my glass a func breakable, do this by selecting it and pressing control + t. and finding 'func_breakable' in the drop down box. for the purposes of the tutorial i will name it breakglass. next set the strength to 0, this will make the object unbreakable unless triggered. and for matirial select glass(unless your object isnt glass) Now onto the 'info_manipulate'. go into outputs and click add. set these options My output named: OnPressed Targets entitys named: Breakglass Via this input: Break press apply then go back into class info, if you want the info_manipulate to be avalible to the zm from the begining of the round set active to '1' if not '0' if you want the info_manipulate to disapear after its use, set RemoveOnTrigger to '1' and since we are making it a breakable object, we will want to do this. The cost will determine how much the trap will cost, a decent amount for this trap would be 200. the description is what the zm will see when he selects the yellow orb, for this im going to do 'Break the glass' you should keep it simple. the trap cost is how muich it will be to trigger when a player walks upon a certain area. chosen by the zombie master. the cost i am going to make it is 300 you should now have a working trap. for that i did one example of a trap to do, there are way more. but i wanted to do a simple one. all you need to do in the info_manipulate outputsis change the targets entitys named and via this input. reasonably simple. [b][title]Zombie Spawns[/title][/b] now i am going to cover zombie spawns. this is the thing the zombie master uses to make zombies. the entity is called 'info_zombiespawn' now go into its properties if you want it to be avalible from the start, set active to '1' if not set it to '0'. the zombieflags define which zombies the zm can make from this spawner. you may do that by adding up the following numbers 0 - Everything 1 - Shamblers 2 - Banshees 4 - Hulks 8 - Drifters 16 - Immolators if i wanted shamblers drifters and immolators to come from the spawn i would put in: '25' if i wanted say, hulks and banshees i would enter '6' rallyname will be the place the zombies will walk after spawning, this isnt necessary, but i will do it anyway. first of all you will need to create an 'info_rallypoint' for this tutorial, i will name it rally1. now go into your info_zombiespawn and in rallyname we will set it to: rally1 after that you should have a working rally point. nodename also isnt necessary, but is usefull. it is bacicly specific spawnpoints for the node. now, we will create 5 'info_spawnnode' entitys. select 1, and name it node1. and set nodename to node2. now, select a different info spawnode and name it node2 and set nodename to node3, now select another and name it node3 and set nodename to node4 e.t.c when you get to the last one name it node5 but leave nodename blank. now select your info zombiespawn go to nodename, and make it node1 you should now have 5 working spawnodes that is evrything you need to know about info_zombiespawns' refer to picture b to see what you should be at now Photobucket [b][title]Winning the Round[/title][/b] To make the round 'winnable' you will have to make a 'func_win'. i will call it win in this tutorial i will make it so when the survivors press a button they win.so to start we will need to make a button, sue the brush tool, when its created hit ctrl+t and make it a 'func_button' and in outputs put these settings: [b]OnPressed win Win[/b] you can use the func win in other ways which i may explain in an advanced tutorial i may make later. [title]weapons, ammo and props[/title] in your map you will need weapons, i will list them here: weapon_zm_shotgun - item_box_bucksot weapon_zm_improvised - no ammo weapon_zm_pistol - item_ammo_pistol. weapon_zm_rifle - item_ammo_357. weapon_zm_mac10 - item_ammo_smg1. weapon_zm_molotov - no ammo weapon_zm_sledge - no ammo weapon_zm_revolver - item_ammo_revolver for props that you can pick up/move are called 'Prop_physics' you wont need to change anything except world model, you can look for objects there. if you want an ammo crate you simpley put item_item crate, there you can change what is inside. Now you should have a basic zombie master map [title]Compiling and testing[/title] After your map is finished, you can start testing, to do this you will need to save the map, i have called mine 'Zm_tutorialmap' then go file>run map. set it to normal setup mode, and make sure dont run after compiling is ticked. for some reason it crashes when i dont do that. after it has finished that, open up zombie master, go to create server, and you should find your map. congratulations on your first zombie master map! [title]Some usefull tips[/title] 1) Just because you are running zombie master for hammer dosent mean that you have to use zombie master tutorials, mopost css, hl2 and dod tutorials will work. 2) another usefull entity is 'game_text' you can make it to display text when either triggered or at the start of the round. 3)make sure to keep your map balenced, there are a lot of maps that are too easy for survivors, and some that are too easy for the zm. if its unbalenced, people will want to change map after the first round. Credits- Writer-me pictures-me god-me everything-me

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  • 7y
    Gurk-o-vich avatar
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    Great post!
    Believe in your own common-sen
  • 7y
    LeoKilo avatar
    LeoKilo Offline
    Member Joined 7y
    Can you be more specific about the WInning thigny. i cant get that to work
    BONK!
  • 7y
    Posted by Mace-Windows

    Nice, great tutorial. really helped me out. but i have a question..
    Ive made a map with everything i need, including zombie spawns and nodes to spawn them at, but sometimes when i try to move them they start waving their arms around for a while, then stand still. sometimes i can get them to move, and they will walk towards a human near them, but apart from that they just "dance" any ideas??


    Have you added a system of 'info_nodes'. The reason they dance is they dont know what to do as they can see a player but doesnt know how to get to them

    9.7/10

    Everybody loves molten boron
  • 7y
    Mace-Windows avatar
    Member Joined 11y
    268 points Ranked 13959th
    Nice, great tutorial. really helped me out. but i have a question..
    Ive made a map with everything i need, including zombie spawns and nodes to spawn them at, but sometimes when i try to move them they start waving their arms around for a while, then stand still. sometimes i can get them to move, and they will walk towards a human near them, but apart from that they just "dance" any ideas??
    Got Terrorists? avatar
    Mantra
    Got Terrorists?
  • 7y
    Stupideye avatar
    Stupideye Offline
    Member Joined 9y
    244 points Ranked 14993rd
    Good tutorial but it needs a spell check.

    9.5/10

    Chris Costa can stare into you
  • 7y
    Bellota avatar
    Bellota Offline
    Member Joined 8y
    508 points Ranked 8362nd
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    Pros: Explain that ALL you need for make ZM maps
    Cons: It could be awesome a 2 part
    Improvements: A video :)

    9.9/10

    Hammerheart avatar
    Mantra
    Hammerheart
  • 8y
    Pros: Very detailed and covers a wide range of topics
    Cons: Very few
    Improvements: A video, but it isnt wholly nescessary
    Notes: A tut to be pleased with. Very helpful for new users to mapping for zm

    9.7/10

    Everybody loves molten boron
  • 8y
    Amaurus avatar
    Amaurus Offline
    Member Joined 8y
    Pros: Easy to read, very detail! EXTREMELY USEFUL!
    Cons: pfff none
    Improvements: none
    Notes: AWESOME!

    10/10

    Bananite
  • 8y
    Kysanagi avatar
    Kysanagi Offline
    Member Joined 8y
    Good work.

    7/10

    Just Nya...
  • 8y
    elmatador555 avatar
    Member Joined 9y
    398 points Ranked 10246th
    PERFECT TUTORIAL!!

    10/10

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