Garry's Mod

Garry's Mod

Scavenger Hunter
 This topic has been pinned, so it's probably important
Starfyre  [developer] 9 Apr, 2018 @ 4:17pm
MAPPERS: How to make a Scav Hunter Map
Greetings map makers!

To make a map for Scavenger Hunter, it's pretty simple. There are two versions of maps that are optimal for Scavenger Hunter:
- Deathmatch
- 2 Team Maps

The following entities are initialized for Scavenger Hunter:
- info_player_blue (Team 2) (info_player_counterterrorist also works)
- info_player_red (Team 1) (info_player_terrorist also works)
- info_player_deathmatch (Free-For-All)
- info_player_start (Join Camera/Spectator)

STEP 1) Creating the map
Create a map as you would any other. Put major emphasis on prop placement and pathways. Nobody wants to try to look for props in a large open field, since everyone would just run around with stun batons and guns, clobbering the prop out of each other. Think of maps like "rp_richland", which consist of multiple areas, wide open areas, and hallways connecting the map, with props scattered around the map. Other maps like "rp_hometown1999" and "ttt_casino" are good example (except the spawn points in Casino are terrible for this gamemode).

It's always a good idea to make sure that all exits on the map are blocked by an invisible brush, so mingebags can't throw the only prop people can activate for points outside the map into an unreachable area.

Guns are optional. I highly encourage putting a couple hidden weapons in the map to make the game exciting, but you should template them so they may be there some rounds, and it might not be there on others. If players know there's guns in the maps, they'll go for them every round. That distracts them from the purpose: FIND PROPS!

WARNING: Do NOT disable collisions on ANY prop_physics or prop_physics_multiplayer in your map! Disabling collisions will make the prop unobtainable and players will not be able to collect it. There is no fix for this.

STEP 2) Placing Props
The gamemode searches for prop_physics_multiplayer first, followed by prop_physics. Repeat props are not added again to the list. This means if you put a coffee mug with a green skin in the Chief's office, and then a red coffee mug in the gun shop, the gamemode script will detect both these mug's as garbage_coffeemug01a.mdl and combine it, so that either of them will work.

When placing props, remember that players must be able to obtain it. Placing a bullet on top of the chimney that has no ladder will make that round unwinnable. Likewise, placing a hula doll behind an unmovable dumpster will result in a game that can't be won.

Get creative! Use template entities to change up the rounds. The gamemode calls CleanupMap() at the start of each preparation round, so all templates will be reloaded. This is your chance to get creative and change up the game!

STEP 3) Setting up Spawnpoints
At a minimum, you must place info_player_deathmatch for Free-for-All servers. Place at least one info_player_start for where you want players to view when they first join the server, or respawn as a spectator. It is recommended to use a minimum of 16 deathmatch spawn points.

If you want your map to be team-focused, and want the teams to spawn away from each other, place at least 16 info_player_red (Team #1) in one area, and another 16 info_player_blue (Team #2) in another area. Make these areas unreachable. For example, make them have 2 or 3 exits, and they have to fall down or use a one-way door to get out. Nobody will have fun if someone is camping a spawn area with a high powered weapon, or prop-glitch.