Jabroni Brawl: Episode 3

Jabroni Brawl: Episode 3

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How to configure custom maps for JB3
Door bubbyboytoo en 1 bijdrager(s)
Ever seen a cool map in another game that you wished you could play in Jabroni Brawl? Now you can! This guide will tell you how to configure maps from other Source games to function in JB using the mapadd system.
   
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Introduction
Chances are, if you're an avid Jabroni Brawl player, you've seen a map from another game and thought it might play well in JB. Fortunately, an innovative scripting system is included in the game that lets you set up any map you can load in JB with all the necessary things needed for any gamemode, operable entirely through the console!

In this guide, I'll be using de_season[gamebanana.com] for Counter-Strike: Source as an example, but just about any map made for CS:S, Half-Life 2 Deathmatch, HL1 Deathmatch: Source, or even Garry's Mod can be used with the mapadd system. For anything more complex, you're probably better off using Hammer to do a proper porting job.

(Please note that this guide assumes you have a basic level of competency with the Source engine. If you don't know how to open the console or find your game directory, this guide probably isn't for you.)
Spawn Points
The most important part of any map is the spawn points. Without them, everyone spawns at the map's origin instead and it just makes a big mess of everything. Most maps already have spawn points, [citation needed] but Jabroni Brawl uses its own entities for spawning players, rendering maps from other games incompatible out of the gate. But that can be fixed!

Just pop open your console and put in the following line: jb_mapents_create
Of course, that's just the command for spawning an entity, so it won't do a whole lot by itself. You'll need to suffix it with one of the following lines to direct it to create a spawn point:
- jb_spawn_all (min. 32) - Generic spawns, used for all gamemodes not mentioned here, including Battle Royale, Deathmatch, Gun Game...
- jb_spawn_svt_terrorist (min. 26) - Terrorist/Smelter spawn, used for Sneak vs. Terrorists, SvM (for team M's initial spawns; respawns use generic spawns), and Shidden. Should be on the opposite side of the map from Sneak spawns and near the frog.
- jb_spawn_svt_sneak (min. 6) - Sneak/Dealter spawn, used for SvT, SvM, and Shidden. Should be on the opposite side of the map from Terrorist spawns.
- jb_spawn_deathmatch_red (min. 16) - Red team spawn, used for Team Deathmatch and Team Mission. Should be on the opposite side of the map from blue team spawns.
- jb_spawn_deathmatch_blue (min. 16) - Blue team spawn, used for Team Deathmatch and Team Mission. Should be on the opposite side of the map from red team spawns.
- jb_spawn_bonedemic - Bonedemic spawn, used for respawning boners in Bonedemic. Should generally be somewhere at the "edges" of the map.

These next three are for the Hunted gamemode; the VIP and Guards should be put in similar spots, and across the map from the Assassins, in a similar vein to the other team modes.
- jb_spawn_hunted_vip (min. 1)
- jb_spawn_hunted_guard (min. 15)
- jb_spawn_hunted_assassin (min. 16)

The spawns will be placed at your feet and point in the direction you're facing when you entered the command. If you don't like where you put a spawn, you can always move or remove it later by directly editing the mapadd file- more on that later.

Once you've put down all of the spawns you want, reload your map and you should notice right away that you've spawned at one of the points you laid down. If you want to see where the spawn points are, just open the console and paste this command in:
- jb_debug_spawnpoints followed by the name of the spawn you want to see (so for instance, "jb_debug_spawnpoints jb_spawn_all" to highlight generic spawns)
This'll show all of the spawn points in the map as cyan boxes with a red arrow on the bottom to indicate their direction. It should look a little something like this:










Remember to keep count of how many spawns of each type there are. If there are more players using spawns than there are spawns of the type they need, they'll end up telefragging each other as they try to spawn in the same spot, so make sure you follow the minimum spawn counts laid out above.

You can also add spectator spawns, which are the creatures that dead players and spectators can possess in certain game modes to harass the living players. To create a spectator spawn, simply move to where you want it to be and put in this command:
jb_mapents_create jb_possess_spawn
By default, this will only create headcrab spawns, but they can be changed to pigeons or scientist heads by manually editing the mapadd file, which will be covered later in this guide.
jb_spawn_all will also double as a spectator spawn, so adding your own isn't completely necessary, plus having any manually added spectator spawns will prevent these double-feature spawns from functioning at all.
Map Objectives
Most game modes do well enough having the players romp about by themselves, but four in particular have map-based objectives that need to be added with the mapadd system in order to function fully.

Sneak vs. Terrorists has the frog, the end goal for the Sneaks which the Terrorists are tasked with protecting. Adding a frog to your map is a pretty simple affair: just stand where you want it to be (this should generally be somewhere near the terrorist spawns) and enter this command: jb_mapents_create jb_obj_frog

Once that's all said and done, just reload the map in SvT to see the fruits of your labor!










In a similar vein, Hunted has escape zones for the VIP; these can be added with jb_obj_escape_prop, which will add a truck that wins the game when he hops into its back; this will place the truck with its front end facing to your right, so plan accordingly. Put it somewhere on the Assassins' side of the map.

Battle Royale and Hotspot, meanwhile, use safe zones, designated areas that appear towards the end of the round to funnel players towards them and prevent stalemates. The setup for these is a bit more complicated than spawn points or frogs, but it's pretty manageable once you get used to it. We'll use Season's bomb site B to demonstrate:










To start with, move yourself to one corner of where you want the safe zone to be. Safe zones are created from your camera's position, so chances are this is going to be inside a floor- don't forget you can use noclip to get into position! Once you're where you want your corner to be, fill this command in: jb_mapents_koth_create
You should hear a beeping sound and a message in your console confirming the bounds of your zone. Now move to the opposite corner of where your zone will be, and enter the command again. A transparent red box should have appeared, demonstrating the bounds of your new safe zone:










If you're happy with this zone, next up is saving it! All you need to do is execute this command: jb_mapents_koth_save followed by the name you want the safe zone to have, in quotation marks. So in my case, it'd be jb_mapents_koth_save "bomb site B". Once you've saved your zone, you can check it out by keying in jb_debug_koth_areas 1, which will show all of your map's zones as cyan boxes: (do note that this command is not present in the current version of the game due to having slipped through the cracks in the engine port, for now your best bet is to play around in Hotspot to see them)










If you aren't happy with your zone, you can delete it by entering jb_mapents_koth_undo, which will undo the last box you created. Alternatively, if the area you're zoning is a bit oddly shaped, you can create multiple boxes before saving them to make a zone in any shape you want.

Do note, however, that mapadd's safe zones are more limited than zones created by Hammer in several aspects:
1. They can only be squares (so you can't make circular zones and such)
2. They can't be parented to anything (so you can't have a zone on a moving surface or following an object)
3. They are always aligned along the x/y/z axis (so zoning diagonal rooms is a MASSIVE PAIN)
So if you've got any grand plans for your safe zones, it might just be simpler to open up the map in Hammer and do it that way.
Nav Mesh
In Deathmatch and Team Deathmatch, the spawning locations for weapon pickups are determined by the map's navigation mesh, and the arrow pointing you towards the safe zone in Battle Royale and Hotspot also obeys it. Most CS:S maps come with a nav mesh by default in order to support that game's bots, but for maps from other games you'll have to make your own. Luckily, making a nav mesh is usually pretty simple; just enter nav_generate into the console and the game will take care of the rest. (If you get an error about "no valid walkable seed positions", use nav_mark_walkable while looking at the ground, then try generating it again.) Once it's finished generating the nav mesh and reloaded the map, you can take a look at it by using nav_edit 1, which will show all the nav areas connected to the one you're looking at:










If you find a nav area somewhere you don't want it (such as in an area that the players can't get to), just put in nav_delete while looking at it to delete it. Use nav_save to save your changes once you're finished mutilating that poor, innocent nav mesh.

Sometimes, however, certain maps might not work with the auto nav generation, whether they refuse to generate over the entire map or generate so many areas out of bounds that it's not worth the effort to remove them all. In that case, you'll need to create your own nav mesh.











To make your own areas, make sure you've got nav_edit 1 on, then point at where the corner of the new area should be and use nav_begin_area. To complete the area, point at where the other corner should be and enter nav_end_area. The weapon will spawn in the center of the nav area, so make sure the middle of the area is unblocked. Weapon spawns are the only thing Jabroni Brawl uses nav meshes for, so you don't need to worry about connecting them together or covering the entire map.

Once you've finished making or editing the nav mesh, try it out by loading the map in DM or TDM. Spawn a bot and wait for the match to start, and you should see weapons spawning in the nav areas!
Technical Stuff & Conclusion
If you need to manually edit the mapadd file for any reason, you can find it in the maps/data/custom folder inside your Jabroni Brawl directory, in a simple .txt file named the same as the map it's for. The most recently added spawn points and safe zones / boxes will be at the bottom of their respective lists, so you can easily edit the last one you added.

To edit the type of creature a spectator spawn creates, add the following line to its properties, inside the "create" block:
"possess_type" "1"
This will make it spawn pigeons by default, but you can change the number to 2 to spawn scientist heads instead.

The mapadd system is actually quite versatile and there's a LOT you can do with it; this isn't the time or place to really get into it, but here's a neat trick to convert stock HL2DM spawn points into JB's generic spawns, for instance:
MapData { Entities { modify { classname info_player_deathmatch values { classname jb_spawn_all } } } }

Thanks for reading this guide! If you think there's anything that could be added or any of this information becomes outdated from updates, let me know so I can fix it!
5 opmerkingen
potato1234_x 12 nov 2022 om 21:50 
where is the jabroni brawl hammer editor???
berry 5 okt 2022 om 9:57 
best map
alex🐸 7 mrt 2021 om 11:03 
Wish I could start making custom maps in prep for launch tbh
SoldierGuy 19 apr 2019 om 12:07 
could i have a download link?
postal  [auteur] 28 aug 2018 om 1:24 
Awesome job, man. A++