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RedSword
SourceMod Plugin Approver
Join Date: Mar 2006
Location: Quebec, Canada
Old 07-07-2013 , 18:13   Re: [CS:S] Red Maze (of Red Wonders)
Reply With Quote #3

3.0 How to make your map compatible :
  • Your map name must contain the keyword "maze".
  • Your map must contain a "func_wall" entity with its "m_iGlobalname" (written "globalname" in the .vmx) property being mazeinfo_ABCx_DEFy. This entity represents the dimensions of the maze. ABC is the "x" size of the map, while DEF is the "y" size of the map. For example, in redmaze_deagle5_b01, the globalname is "mazeinfo_021x_013y".
  • The maximum size of the maze is x * y <= ~1900 <= 2048 (64 spawns, light entities and stuff; as long as you don't abuse you should be fine)
  • Your map must contain x * y "func_brush" entities. Their name must be mazecell_ABCx_DEFy. For example, in redmaze_deagle5_b01, one of the cell's globalname is "mazecell_000x_011y" (which represents the cell at the intersection of the first "x" and the 12th "y" cell).

To test, it might be a good idea to recompile the plugin with DEBUG defined (it is commented currently). Note that x and y must be 0-based.
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Last edited by RedSword; 07-07-2013 at 20:07.
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