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	<updated>2026-04-14T18:55:13Z</updated>
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		<id>https://wiki.empiresmod.com/index.php?title=Basic_Classic_Map&amp;diff=11253</id>
		<title>Basic Classic Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Classic_Map&amp;diff=11253"/>
		<updated>2026-04-06T17:07:48Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please ensure that you have [[Configuring Hammer for Empires|properly configured Hammer for Empires]] before proceeding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This guide is for showing you how to set up the Classic style map seen in most Empires maps. I made it because when I wanted to find out how to make one, I found all of the required information I needed was in several different Wiki documents, and it wasn&#039;t comprehensive or straightforward or well signposted. This tutorial is written with beginners in mind (including beginners to the Hammer editor), so if what is being talked about is too simple... skip it!&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Classic Map Checklist ==&lt;br /&gt;
&lt;br /&gt;
To get a Classic map in Empires to function on a basic level (i.e., not necessarily look pretty, but work nonetheless), you will need the following:&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
* &#039;&#039;&#039;emp_imp_commander&#039;&#039;&#039;&lt;br /&gt;
A Commander vehicle for the Brenodi Empire&lt;br /&gt;
* &#039;&#039;&#039;emp_nf_commander&#039;&#039;&#039;&lt;br /&gt;
A Commander vehicle for the Northern Faction&lt;br /&gt;
* &#039;&#039;&#039;emp_building_imp_barracks&#039;&#039;&#039;&lt;br /&gt;
A starting spawn for the Brenodi Empire&lt;br /&gt;
* &#039;&#039;&#039;emp_building_nf_barracks&#039;&#039;&#039;&lt;br /&gt;
A starting spawn for the Northern Faction&lt;br /&gt;
* 2 x &#039;&#039;&#039;emp_res_node&#039;&#039;&#039;&lt;br /&gt;
The location where a Refinery can be dropped to give resources to either team (recommended)&lt;br /&gt;
* 2 x &#039;&#039;&#039;emp_resource_point_prop&#039;&#039;&#039;&lt;br /&gt;
The physical representation of the resource node (recommended)&lt;br /&gt;
* &#039;&#039;&#039;emp_info_params&#039;&#039;&#039;&lt;br /&gt;
The game settings for your map&lt;br /&gt;
* &#039;&#039;&#039;emp_info_map_overview&#039;&#039;&#039;&lt;br /&gt;
The fixed camera location that gives you your first view of the map when it finishes loading&lt;br /&gt;
* &#039;&#039;&#039;info_node&#039;&#039;&#039;&lt;br /&gt;
Even if you leave it blank, this hardcodes the AI node graph into your map. Without one, there can be delays connecting to a server with your map.&lt;br /&gt;
&lt;br /&gt;
=== Resource Files ===&lt;br /&gt;
* &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;.vtf&#039;&#039;&#039;&lt;br /&gt;
An image file of the map overview.&lt;br /&gt;
* &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;.vmt&#039;&#039;&#039;&lt;br /&gt;
A text file that tells the game about the above file&lt;br /&gt;
* &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;.txt&#039;&#039;&#039;&lt;br /&gt;
A script file that contains a few pieces of important information about your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First steps in Hammer ==&lt;br /&gt;
&lt;br /&gt;
1. To start with, load up the &#039;&#039;&#039;Source SDK&#039;&#039;&#039; (under &amp;quot;Tools&amp;quot; in Steam) and open the &#039;&#039;&#039;Hammer&#039;&#039;&#039; editor. This is the software used to create maps for any Source-powered game or mod.&lt;br /&gt;
&lt;br /&gt;
Once you have loaded up Hammer, your screen should look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 1.png|medium|step 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Create a new map by going &#039;&#039;&#039;File -&amp;gt; New&#039;&#039;&#039;. The screen should now look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 2.png|medium|step 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make a brush with the block tool ===&lt;br /&gt;
&lt;br /&gt;
3. Now select the &#039;&#039;&#039;block tool&#039;&#039;&#039; on the left hand side.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 3.png|medium|step 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Move your mouse to the &#039;&#039;&#039;top right viewport&#039;&#039;&#039; (overhead view) and use the mouse wheel to zoom in and out. To move the view, hold the space bar and drag with the left mouse button. When you are satisfied that you can navigate in this view, drag out a square using the left mouse button with the &#039;&#039;&#039;block tool&#039;&#039;&#039; selected. Make it around 4096 by 4096 units. You will see a white outline where the block will be created. Press return on your keyboard to place the block.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 4.png|medium|step 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. After you have done this, the box should appear in the 3D view (top left viewport).&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 5.png|medium|step 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moving around in the 3D view ===&lt;br /&gt;
&lt;br /&gt;
6. The next thing to do is to get used to moving around in the 3D view, there are two equally useful methods for doing this.&lt;br /&gt;
&lt;br /&gt;
i) With the &#039;&#039;&#039;camera tool&#039;&#039;&#039; selected, click and hold the left mouse button in the 3D view. This rotates your view on the spot. The right mouse button moves your view left, right, up and down (relative to where you are looking). Holding both mouse buttons at once zooms the view in and out.&lt;br /&gt;
&lt;br /&gt;
ii) Alternatively, you can move about freely without having to use the camera tool (i.e. when you want to use another tool and still move the camera to help you see what you&#039;re doing). All you have to do is move your mouse over the 3D viewport after which you will be able to use a number of keys to move the camera.&lt;br /&gt;
* Zoom in and out with the &#039;&#039;&#039;W&#039;&#039;&#039; and &#039;&#039;&#039;S&#039;&#039;&#039; keys&lt;br /&gt;
* Strafe left and right with the &#039;&#039;&#039;A&#039;&#039;&#039; and &#039;&#039;&#039;D&#039;&#039;&#039; keys&lt;br /&gt;
* Direct the camera up, down, left and right with the &#039;&#039;&#039;arrow keys&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you are comfortable with moving around, move on to step 6.5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6.1. At this stage, your newly placed block will look something like this. This is the default white texture, your block may be appear different to the picture, but it doesn&#039;t matter because we are about to choose and apply a different texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 6.5.png|medium|step 6.5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Applying Textures ===&lt;br /&gt;
&lt;br /&gt;
6.2. This makes it hard to see what you&#039;re doing, and doesn&#039;t look all that good either, so we are going to put a different texture on it. Half-Life 2 comes with many different textures, most of which can be used for this kind of object. In this case, we&#039;re going to make the visible surface look like grass. To find your texture, select browse at the right hand side.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 6.6.png|medium|step 6.6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6.3. Now type in the filter &amp;quot;grass&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 6.7.png|medium|step 6.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6.4. Select the specific texture that you want by double clicking it. You will then be brought back to the editing screen, where you should now select your block and click the apply texture button.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 6.8.png|medium|step 6.8]]&lt;br /&gt;
&lt;br /&gt;
{{Tip|Any non visible faces of the block should be textured in &#039;&#039;&#039;nodraw&#039;&#039;&#039;. This is a special texture that means these faces will not be drawn in the map and therefore are not taking up any memory unneccessarily. It is an essential technique for optimising your maps (especially in a mod with such open spaces such as Empires), so whether you are new to Hammer or not, get into the habit of culling all your backfaces with nodraw and your maps will be less laggy. You can find the &#039;nodraw&#039; texture by searching for &#039;nodraw&#039; just like you did with the grass texture.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding a Skybox ===&lt;br /&gt;
&lt;br /&gt;
13. The next thing to now do is to make the skybox. For this tutorial we are going to be using a 2D skybox, as this is much simpler than a 3D one. Effectively all we are going to do is use the block tool to make a box around the map, and use the &#039;&#039;&#039;skybox&#039;&#039;&#039; texture on the inner surfaces to turn it into sky. Here is Supaste&#039;s method, which starts making a skybox from the edge of our map in the top view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 13.png|medium|step 13]]&lt;br /&gt;
&lt;br /&gt;
{{Tip|The player will only be able to see the inner sides of the skybox brush, so don&#039;t forget to texture the outside faces in in &#039;&#039;&#039;nodraw&#039;&#039;&#039; and not &#039;&#039;&#039;skybox&#039;&#039;&#039; or any other texture.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14. Now you have one side of your skybox (untextured) but it is not the right height so you need to go into a different 2D view and begin resizing it. I would say that about 1087 units high would be enough, but keep in mind that the commander can only move inside this box. If it&#039;s too short, his view of the battle will be severely limited. Also remember that when making these bits it sometimes helps you later on to have blocks meet at corners rather then edges (as shown in bottem right 2D view).&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 14.png|medium|step 14]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15. I think its a good time to tell you how to copy a block as this comes in useful when doing lots of brushwork. To copy a block, all you have to do is select it and drag it with your mouse in a 2D view whilst holding the shift key. Try doing this with the block we made in step 13. Also you can delete blocks you have made by selecting them and pressing the &#039;delete key&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 15.png|medium|step 15]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16. Now do the same with the other two sides.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 16.png|medium|step 16]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
17. Now we need to add a ceiling, start by dragging a box in the top 2D view the same size and shape as the floor then bring it up to meet the corners of the side of your map.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 17.png|medium|step 17]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
18. You will want to texture the ceiling and the walls, texture them as skyboxes this is done in the same way as how we textured the floor only you use the skybox texture search &#039;skybox&#039; or &#039;tools&#039; to find it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 18.png|medium|step 18]]&lt;br /&gt;
&lt;br /&gt;
== Placing the required entities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. Now we are going to place some entities. These are what really make the map function. Some examples would be the barracks and the command vehicles. To begin, click the &#039;&#039;&#039;entity tool&#039;&#039;&#039; (the one that looks like a lightbulb).&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 7.png|medium|step 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
8. You will notice that when you do this, at the right hand side of the screen, two previously greyed out dropdown boxes will now become available. The top one is used to decide what you are placing (in this case, leave it on &amp;quot;Entities&amp;quot;) and the bottom box chooses what you are placing out of that category. The other options relate to prefabs, and are not relevant to this tutorial. We will be using the bottom box to select the Brenodi barracks entity. This is named &#039;&#039;&#039;emp_building_imp_barracks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 8.png|medium|step 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. The easiest way to place entities in the map is via the 3D view. Clicking anywhere on your ground, a barracks should appear. Chances are, it hasn&#039;t been placed exactly how you want it (it is probably too high) so this means we will have to use the 2D views to position it how we want it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 9.png|medium|step 9]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10. To move a object in the 2D view simply select it (by clicking on it in the 3D view), and drag it around. Notice it will snap to the grid. In order to change the grid size, use the &#039;[&#039; and &#039;]&#039; keys. This works exactly the same in all of the 2D views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11. Once you have positioned the Brenodi barracks where you want it, do the same with the NF one (&#039;&#039;&#039;emp_building_nf_barracks&#039;&#039;&#039;)...&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 11.png|medium|step 11]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Command Vehicles ===&lt;br /&gt;
&lt;br /&gt;
12. Now we need to add the command vehicles (&#039;&#039;&#039;emp_imp_commander&#039;&#039;&#039;) and (&#039;&#039;&#039;emp_nf_commander&#039;&#039;&#039;). This works exactly the same as the barracks, but leave them ever so slightly above the ground so that when the game starts they drop to the floor rather than being stuck in the ground. The Brenodi CV&#039;s front wheels will look all screwed up; dont worry, this will correct itself in-game.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 12.png|medium|step 12]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resource Nodes ===&lt;br /&gt;
&lt;br /&gt;
Also required are at least 2 resource nodes so both teams are capable of accruing resources at the same time. I would recommend reading Supaste&#039;s [[Resource Nodes]] guide for this, as res nodes are a two-step process (you need the invisible entity that allows a Refinery to be built at a location, and you need the visible marker to tell players and Commanders where the nodes actually are).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Map Parameters ===&lt;br /&gt;
&lt;br /&gt;
19. Next we need to add &#039;&#039;&#039;emp_info_params&#039;&#039;&#039; this a entity that tells hammer how many resources each team starts with, how many reinforcements each team has and various other things. When you place it it should appear as a red cube when selected and a purple cube when not selected. To edit the propities of it double click it in the 3D view. (Dont forget if you want to play this map set the resources quite high as resource nodes are not in this tutorial)&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 19.png|medium|step 19]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creating a fixed Overview camera ===&lt;br /&gt;
&lt;br /&gt;
20. Lastly we need to add a &#039;&#039;&#039;emp_info_map_overview&#039;&#039;&#039; entity which defines the view you get of the map when you firt join and are setting up your class and waiting for the Commander vote to end. Go through the same steps as before for creating this entity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Step 20.png|medium|step 20]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compile your Map ==&lt;br /&gt;
&lt;br /&gt;
You need to compile your map to turn it from a source file used for editing into a map file that can be played as a level in a game. Go to &#039;&#039;&#039;File -&amp;gt; Runmap&#039;&#039;&#039; and hit ok to compile! If you have any errors, ask in the [http://forums.empiresmod.com/ Empires Mapping Forums] (registration required).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map Resources ==&lt;br /&gt;
&lt;br /&gt;
This section contains the info I had trouble finding when I came to map for Empires. Basically, without a set of additional resource files for your map, it won&#039;t run properly (you won&#039;t even be able to spawn!).&lt;br /&gt;
&lt;br /&gt;
Here is a list of those files with a rundown of what they actually do:&lt;br /&gt;
* &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;.vtf&#039;&#039;&#039;&lt;br /&gt;
An image file of the map overview. If you don&#039;t want to make one of these yet because your map is in the preliminary stages, you should be able to copy one from another map to use temporarily (just remember to rename it to match your map name!).&lt;br /&gt;
* &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;.vmt&#039;&#039;&#039;&lt;br /&gt;
A text file that tells the game what kind of image type the above is (i.e. it tells the game that it&#039;s a map overview and not some other kind of special texture).&lt;br /&gt;
* &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;.txt&#039;&#039;&#039;&lt;br /&gt;
A script file that contains a few pieces of important information about your map. First off it translates movements in XY axes of the game world to movements on the map. If the numbers are off then spawn points, vehicles and buildings won&#039;t appear in the correct locations on the map.&lt;br /&gt;
&lt;br /&gt;
If you want to create your own minimap now [http://forums.empiresmod.com/index.php?threads/4200 there is a good guide] on the Empires forums.&lt;br /&gt;
&lt;br /&gt;
{{Note|All your files must be named the same as your map. So if your map is &#039;&#039;&#039;emp_testmap.bsp&#039;&#039;&#039;, your resource files should be &#039;&#039;&#039;emp_testmap.vtf&#039;&#039;&#039;, &#039;&#039;&#039;emp_testmap.vmt&#039;&#039;&#039; and &#039;&#039;&#039;emp_testmap.txt&#039;&#039;&#039;. The files must also be placed in the correct folders (see [[Setting Up Map Resources]]).}}&lt;br /&gt;
&lt;br /&gt;
{{Tip|I would recommend immediately saving each session&#039;s work as &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;_&amp;lt;version number&amp;gt;&#039;&#039;&#039; each time you open up Hammer so you can fall back to previous versions if you need to. Then, whenever you compile a version, jump into the Empires/maps folder, delete &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;&#039;&#039;&#039; and rename &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;_&amp;lt;version number&amp;gt;&#039;&#039;&#039; to &#039;&#039;&#039;emp_&amp;lt;yourmapname&amp;gt;&#039;&#039;&#039;. Your newly compiled version will now match the resource files and you can boot the map in Empires to check it out!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
quick and dirty temp links:&lt;br /&gt;
&lt;br /&gt;
[[Basic Mapping]] (steps 3 &amp;amp; 4)&lt;br /&gt;
&lt;br /&gt;
== Conclusion and Credits ==&lt;br /&gt;
&lt;br /&gt;
That should be it!&lt;br /&gt;
&lt;br /&gt;
If you have any questions, do not hesitate to ask in the [http://forums.empiresmod.com/ Empires Mapping Forums] (registration required)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tutorial adapted from Supaste&#039;s [[Basic Conquest Map]] guide (please see that guide for its credits list). The images contained here were created for the aforementioned guide. Some minor alterations to wording and presentation have been made according to my taste, as well as some corrections and additional tips and sections.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Basic Conquest Map]]&lt;br /&gt;
&lt;br /&gt;
== Links and References ==&lt;br /&gt;
* &#039;&#039;&#039;[[Configuring Hammer for Empires]]&#039;&#039;&#039;&lt;br /&gt;
How to setup the Hammer level editor so that you can make and compile maps ready to run them in Empires.&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.empiresmod.com/ Empires Mapping Forums]&#039;&#039;&#039; (registration required)&lt;br /&gt;
Home of the Empires Mapping Community . Ask questions, share advice and present your work to your peers for constructive criticism.&lt;br /&gt;
* &#039;&#039;&#039;[[Resource nodes]]&#039;&#039;&#039;&lt;br /&gt;
Guide to creating res nodes, by Supaste.&lt;br /&gt;
* &#039;&#039;&#039;[[Setting Up Map Resources]]&#039;&#039;&#039;&lt;br /&gt;
An in-depth guide to how to create and edit your resource files, by Kylegar et al.&lt;br /&gt;
* &#039;&#039;&#039;[http://forums.empiresmod.com/index.php?threads/4200 Guide to Creating Minimaps]&#039;&#039;&#039;&lt;br /&gt;
Full guide to creating clean and accurate minimaps, by Jcw87.&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=11252</id>
		<title>Bots and NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Bots_and_NPCs&amp;diff=11252"/>
		<updated>2026-04-05T22:38:32Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This will be periodically updated with information about NPCs and Bots (fake players).&lt;br /&gt;
&lt;br /&gt;
NPC&lt;br /&gt;
&lt;br /&gt;
This refers to non-player AI controlled entities.&lt;br /&gt;
&lt;br /&gt;
NPC Notes:&lt;br /&gt;
* NPCs will automatically go to and attempt capture available control points&lt;br /&gt;
* NPCs shoot at valid targets 2000 units away and in line of sight&lt;br /&gt;
&lt;br /&gt;
===== Bots =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This refers to fake clients, that are simulated server side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adding NPCs to maps ====&lt;br /&gt;
Added to hammer are 2 test NPC entities, these should work on any map however their functionality is limited. To ensure correct operation with your map, i have created a checklist of things that need to be done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC checklist:&#039;&#039;&#039;&lt;br /&gt;
* Your map needs to be compiled with a version of empires later than [[Version/2.15.x|2.15.3]].&lt;br /&gt;
* Your map needs a navigation mesh created, see https://developer.valvesoftware.com/wiki/Navigation_Meshes&lt;br /&gt;
* Your capture points need to be numbered correctly, capture point number 0 will not work with NPCs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====NPC Entity List:====&lt;br /&gt;
* [[npc_human_nf]]&lt;br /&gt;
* [[npc_human_be]]&lt;br /&gt;
* [[npc_grenadier_nf]]&lt;br /&gt;
* [[npc_grenadier_be]]&lt;br /&gt;
&lt;br /&gt;
==Debugging NPCs==&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_paths&#039;&#039;&#039; : shows the actual paths the bots are currently following, blue for BE, red for NF&lt;br /&gt;
* &#039;&#039;&#039;ai_debug_emp_cap_points&#039;&#039;&#039; : bots print which capture point they are trying to go to&lt;br /&gt;
&lt;br /&gt;
== Blocking Navigation ==&lt;br /&gt;
[[Image:Nav blocker setup 1.png|thumb|&#039;&#039;&#039;Step 1:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is textured here with &#039;&#039;&#039;tools/toolstrigger&#039;&#039;&#039;, and covers the extent of the area I want to block]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 2.png|thumb|&#039;&#039;&#039;Step 2:&#039;&#039;&#039; The &#039;&#039;func_nav_blocker&#039;&#039; is  configured with the team to block for, and a name so that it can be activated by other entities]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 1.png|thumb|&#039;&#039;&#039;Step 3:&#039;&#039;&#039; A &#039;&#039;logic_auto&#039;&#039; is created so that we can trigger our &#039;&#039;func_nav_blocker&#039;&#039; to start blocking]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 2.png|thumb|&#039;&#039;&#039;Step 4:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; is configured to fire when the game is runing on a PC, at game start time]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic auto setup 3.png|thumb|&#039;&#039;&#039;Step 5:&#039;&#039;&#039; The &#039;&#039;logic_auto&#039;&#039; has it&#039;s output set so that it triggers the &#039;&#039;BlockNav&#039;&#039; input on our previous &#039;&#039;func_nav_blocker&#039;&#039; entity]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Nav blocker setup 3.png|thumb|&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Finally, checking that the &#039;&#039;func_nav_blocker&#039;&#039; has detected the input correctly coming from the &#039;&#039;logic_auto&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
# First you need to create a &#039;&#039;func_nav_blocker&#039;&#039; entity covering the extent of the area you wish to block, and textured with &#039;&#039;&#039;tools/toolstrigger&#039;&#039;&#039;.&lt;br /&gt;
# Configure the &#039;&#039;func_nav_blocker&#039;&#039; settings, and choose whch team(s) you wish to block for and give it a name so that it can be activataed by another entity.&lt;br /&gt;
# Create an entity to use to activate the &#039;&#039;func_nav_blocker&#039;&#039;, here we use &#039;&#039;logic_auto&#039;&#039; but any entity can be used here&lt;br /&gt;
# Configure the &#039;&#039;logic_auto&#039;&#039; so that it triggers on game start&lt;br /&gt;
# Set the &#039;&#039;logic_auto&#039;&#039;&#039;s output to fire the &#039;&#039;&#039;BlockNav&#039;&#039;&#039; input on the &#039;&#039;func_nav_blocker&#039;&#039;&lt;br /&gt;
# Finally, check that the &#039;&#039;func_nav_blocker&#039;&#039; has the correct input coming in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; The images to the side of the page show what it should look like&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Common NPC FAQs =&lt;br /&gt;
* The NPCs aren&#039;t moving anywhere, only occasionally shuffling forwards or standing there.&lt;br /&gt;
** This is most likely because there is no navigation mesh, or capturable flags available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=11251</id>
		<title>Skyboxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Skyboxes&amp;diff=11251"/>
		<updated>2026-04-05T22:21:31Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Skyboxes and Recommended Light Settings ==&lt;br /&gt;
This section lists skyboxes used in Empires along with their recommended lighting configurations.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== skybox/sky92 ===&lt;br /&gt;
&lt;br /&gt;
==== light_environment ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pitch:&#039;&#039;&#039; -20&lt;br /&gt;
* &#039;&#039;&#039;BrightnessHDR:&#039;&#039;&#039; 255 193 141 300&lt;br /&gt;
* &#039;&#039;&#039;AmbientHDR:&#039;&#039;&#039; 107 113 55 85&lt;br /&gt;
* &#039;&#039;&#039;SunSpreadAngle:&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
==== shadow_control ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rotation (Y Z X):&#039;&#039;&#039; 20 180 0&lt;br /&gt;
* &#039;&#039;&#039;Shadow Color:&#039;&#039;&#039; 140 138 100&lt;br /&gt;
* &#039;&#039;&#039;Maximum Distance:&#039;&#039;&#039; 800&lt;br /&gt;
&lt;br /&gt;
==== env_tonemap_controller ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ExposureMin:&#039;&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;&#039;ExposureMax:&#039;&#039;&#039; 1.3&lt;br /&gt;
* &#039;&#039;&#039;BloomScale:&#039;&#039;&#039; 0.6&lt;br /&gt;
&lt;br /&gt;
==== env_sun ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pitch:&#039;&#039;&#039; -5&lt;br /&gt;
* &#039;&#039;&#039;Sun Color:&#039;&#039;&#039; 249 216 147&lt;br /&gt;
&lt;br /&gt;
==== env_fog_controller ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Primary Fog Color:&#039;&#039;&#039; 180 85 1&lt;br /&gt;
* &#039;&#039;&#039;Secondary Fog Color:&#039;&#039;&#039; 80 50 20&lt;br /&gt;
* &#039;&#039;&#039;Fog Start:&#039;&#039;&#039; 8000&lt;br /&gt;
* &#039;&#039;&#039;Fog End:&#039;&#039;&#039; 20000&lt;br /&gt;
* &#039;&#039;&#039;Interpolate Time:&#039;&#039;&#039; 10&lt;br /&gt;
* &#039;&#039;&#039;Far Z Clip Plane:&#039;&#039;&#039; 20000&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Additional Sky References ==&lt;br /&gt;
For more sky options and configurations, see:&lt;br /&gt;
&lt;br /&gt;
https://developer.valvesoftware.com/wiki/Sky_List#Half-Life_2&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Dimensions&amp;diff=11250</id>
		<title>Dimensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Dimensions&amp;diff=11250"/>
		<updated>2026-04-05T22:16:56Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Player Movement and Size Limits ==&lt;br /&gt;
&lt;br /&gt;
=== Maximum Map Dimensions ===&lt;br /&gt;
Empires maps often approach the maximum size limits of the Source engine, so careful planning and optimization are essential when designing large environments.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Player Movement Limits ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maximum reachable height:&#039;&#039;&#039; Determined by jump mechanics and map geometry.&lt;br /&gt;
* &#039;&#039;&#039;Crouch jump height (from standing):&#039;&#039;&#039; &#039;&#039;&#039;64 units&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This value is useful when designing obstacles, ledges, and accessible areas to ensure proper player navigation.{{fixme|Page needs updating. Some dimensions are missing! }}&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Modeling&amp;diff=11249</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Modeling&amp;diff=11249"/>
		<updated>2026-04-05T20:00:52Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: /* Community Props and Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Moddeling}}&lt;br /&gt;
&lt;br /&gt;
== Current props and models ==&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Natural Props]]&lt;br /&gt;
* [[Artificial Props]]&lt;br /&gt;
&lt;br /&gt;
== Community Props and Models ==&lt;br /&gt;
&lt;br /&gt;
* [[Tutorial: Create your own models]]&lt;br /&gt;
* [[Tutorial: Edit existing models]]&lt;br /&gt;
* [[Tutorial: Add custom gibs to your model]]&lt;br /&gt;
&lt;br /&gt;
== Modeling Programs ==&lt;br /&gt;
* 3D Studio Max (Commercial)&lt;br /&gt;
* [http://www.softimage.com/products/modtool/ XSI] (Freeware)&lt;br /&gt;
* [http://www.milkshape3d.com/ Milkshape] (Shareware)&lt;br /&gt;
* [http://www.misfitcode.com/misfitmodel3d/ Misfit Model 3D] (Freeware)&lt;br /&gt;
* [http://www.blender.org/ Blender] (Open Source)&lt;br /&gt;
&lt;br /&gt;
== Royalty Free Models ==&lt;br /&gt;
* Trees: https://www.turbosquid.com/3d-model/free/trees&lt;br /&gt;
&lt;br /&gt;
== Needed Models ==&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Windows&lt;br /&gt;
* Walls&lt;br /&gt;
* Doors&lt;br /&gt;
* Cranes&lt;br /&gt;
* Bunkers &amp;amp; lookout tower&lt;br /&gt;
=== Decorative ===&lt;br /&gt;
* Random cool looking stuff&lt;br /&gt;
* Infantry cover&lt;br /&gt;
* Scene enhancers&lt;br /&gt;
* Giant letters -- to spell custom things on rooftops&lt;br /&gt;
&lt;br /&gt;
=== Road Signs ===&lt;br /&gt;
* Just a variety of general purpose signs.&lt;br /&gt;
&lt;br /&gt;
=== Statues ===&lt;br /&gt;
* Patriotic statues&lt;br /&gt;
* Artsy statues (look around local musuems for inspiration)&lt;br /&gt;
* Famous people from Empires (read history)&lt;br /&gt;
&lt;br /&gt;
=== Modelling Pipeline ===&lt;br /&gt;
https://wiki.empiresmod.com/Modelling_Pipeline&lt;br /&gt;
&lt;br /&gt;
[[Category: Modeling]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Modeling&amp;diff=11248</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Modeling&amp;diff=11248"/>
		<updated>2026-04-05T19:12:29Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Moddeling}}&lt;br /&gt;
&lt;br /&gt;
== Current props and models ==&lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Natural Props]]&lt;br /&gt;
* [[Artificial Props]]&lt;br /&gt;
&lt;br /&gt;
== Community Props and Models ==&lt;br /&gt;
&lt;br /&gt;
* [http://wiki.empiresmod.com/index.php?title=Fun_projects#Modeling_.26_Concept_Art Models to work on]&lt;br /&gt;
* [[Tutorial: Create your own models]]&lt;br /&gt;
* [[Tutorial: Edit existing models]]&lt;br /&gt;
* [[Tutorial: Add custom gibs to your model]]&lt;br /&gt;
&lt;br /&gt;
== Modeling Programs ==&lt;br /&gt;
* 3D Studio Max (Commercial)&lt;br /&gt;
* [http://www.softimage.com/products/modtool/ XSI] (Freeware)&lt;br /&gt;
* [http://www.milkshape3d.com/ Milkshape] (Shareware)&lt;br /&gt;
* [http://www.misfitcode.com/misfitmodel3d/ Misfit Model 3D] (Freeware)&lt;br /&gt;
* [http://www.blender.org/ Blender] (Open Source)&lt;br /&gt;
&lt;br /&gt;
== Royalty Free Models ==&lt;br /&gt;
* Trees: https://www.turbosquid.com/3d-model/free/trees&lt;br /&gt;
&lt;br /&gt;
== Needed Models ==&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
* Windows&lt;br /&gt;
* Walls&lt;br /&gt;
* Doors&lt;br /&gt;
* Cranes&lt;br /&gt;
* Bunkers &amp;amp; lookout tower&lt;br /&gt;
=== Decorative ===&lt;br /&gt;
* Random cool looking stuff&lt;br /&gt;
* Infantry cover&lt;br /&gt;
* Scene enhancers&lt;br /&gt;
* Giant letters -- to spell custom things on rooftops&lt;br /&gt;
&lt;br /&gt;
=== Road Signs ===&lt;br /&gt;
* Just a variety of general purpose signs.&lt;br /&gt;
&lt;br /&gt;
=== Statues ===&lt;br /&gt;
* Patriotic statues&lt;br /&gt;
* Artsy statues (look around local musuems for inspiration)&lt;br /&gt;
* Famous people from Empires (read history)&lt;br /&gt;
&lt;br /&gt;
=== Modelling Pipeline ===&lt;br /&gt;
https://wiki.empiresmod.com/Modelling_Pipeline&lt;br /&gt;
&lt;br /&gt;
[[Category: Modeling]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Modelling_Pipeline&amp;diff=11247</id>
		<title>Modelling Pipeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Modelling_Pipeline&amp;diff=11247"/>
		<updated>2026-04-05T19:09:03Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Documentation of the current modelling pipeline.&lt;br /&gt;
&lt;br /&gt;
{{Abandoned}}&lt;br /&gt;
&lt;br /&gt;
== Current Texture Pipeline ==&lt;br /&gt;
&lt;br /&gt;
# Create your image.&lt;br /&gt;
# Import the image into &#039;&#039;&#039;VTFEdit&#039;&#039;&#039;.&lt;br /&gt;
# Select the appropriate settings.&lt;br /&gt;
# Save the file in &#039;&#039;&#039;.vtf&#039;&#039;&#039; format.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Steps 2–4 must be repeated each time the image is edited.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Current Model Pipeline (Blender) ==&lt;br /&gt;
&lt;br /&gt;
# Install &#039;&#039;&#039;Blender Source Tools&#039;&#039;&#039;.&lt;br /&gt;
# Create your model in &#039;&#039;&#039;Blender&#039;&#039;&#039;.&lt;br /&gt;
# Export the model to the correct file format.&lt;br /&gt;
# Create a &#039;&#039;&#039;.qc&#039;&#039;&#039; file.&lt;br /&gt;
# Compile the model by running the &#039;&#039;&#039;.qc&#039;&#039;&#039; file through &#039;&#039;&#039;studiomdl&#039;&#039;&#039;.&lt;br /&gt;
# Place textures in the correct folder &#039;&#039;(only when textures change — see Texture Pipeline)&#039;&#039;.&lt;br /&gt;
# Place materials in the correct folder &#039;&#039;(only when materials change)&#039;&#039;.&lt;br /&gt;
# Load the model into &#039;&#039;&#039;HLMV&#039;&#039;&#039; (Half-Life Model Viewer).&lt;br /&gt;
&lt;br /&gt;
For more detailed instructions, see:&lt;br /&gt;
&lt;br /&gt;
https://forums.empiresmod.com/index.php?threads/making-models-for-empires-source-mp-2013.18308/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Steps 2–8 must be repeated each time the model is edited.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
&lt;br /&gt;
* Add pipelines for additional modeling programs.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
* https://ficool2.github.io/HammerPlusPlus-Website/tools.html&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Modelling_Pipeline&amp;diff=11246</id>
		<title>Modelling Pipeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Modelling_Pipeline&amp;diff=11246"/>
		<updated>2026-04-05T19:05:19Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Documentation of the current modelling pipeline.&lt;br /&gt;
&lt;br /&gt;
{{Abandoned}}&lt;br /&gt;
&lt;br /&gt;
== Current Texture Pipeline ==&lt;br /&gt;
&lt;br /&gt;
# Create your image.&lt;br /&gt;
# Import the image into VTFEdit.&lt;br /&gt;
# Select the appropriate settings.&lt;br /&gt;
# Save the file in &#039;&#039;&#039;.vtf&#039;&#039;&#039; format.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Steps 2–4 must be repeated every time the image is edited.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Current Model Pipeline (Blender) ==&lt;br /&gt;
&lt;br /&gt;
# Install Blender Source Tools.&lt;br /&gt;
# Create your model in Blender.&lt;br /&gt;
# Export the model to the correct file format.&lt;br /&gt;
# Create a &#039;&#039;&#039;.qc&#039;&#039;&#039; file.&lt;br /&gt;
# Compile the model by running the &#039;&#039;&#039;.qc&#039;&#039;&#039; file through &#039;&#039;&#039;studiomdl&#039;&#039;&#039;.&lt;br /&gt;
# Place textures in the correct folder &#039;&#039;(only when textures change — see Texture Pipeline)&#039;&#039;.&lt;br /&gt;
# Place materials in the correct folder &#039;&#039;(only when materials change)&#039;&#039;.&lt;br /&gt;
# Load the model into &#039;&#039;&#039;HLMV&#039;&#039;&#039; (Half-Life Model Viewer).&lt;br /&gt;
&lt;br /&gt;
For more detailed instructions, see:&lt;br /&gt;
&lt;br /&gt;
https://forums.empiresmod.com/index.php?threads/making-models-for-empires-source-mp-2013.18308/&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Steps 2–8 must be repeated every time the model is edited.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== TODO ==&lt;br /&gt;
&lt;br /&gt;
* Add pipelines for additional modeling programs.&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11245</id>
		<title>Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Change_Log&amp;diff=11245"/>
		<updated>2026-04-05T16:39:47Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the published versions of empires:&lt;br /&gt;
&lt;br /&gt;
== Source Engine (2013 branch) ==&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRow|patches=5|2.39|4|2026-02-21}}&lt;br /&gt;
{{VersionTableRow|2.39|3|2026-01-25}}&lt;br /&gt;
{{VersionTableRow|2.39|2|2025-12-13}}&lt;br /&gt;
{{VersionTableRow|2.39|1|2025-12-06}}&lt;br /&gt;
{{VersionTableRow|2.39|0|2025-11-30}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.38|3|2025-07-26}}&lt;br /&gt;
{{VersionTableRow|2.38|2|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|1|2025-07-05}}&lt;br /&gt;
{{VersionTableRow|2.38|0|2025-06-20}}&lt;br /&gt;
{{VersionTableRow|patches=5|2.37|4|2024-10-19}}&lt;br /&gt;
{{VersionTableRow|2.37|3|2024-09-08}}&lt;br /&gt;
{{VersionTableRow|2.37|2|2024-08-18}}&lt;br /&gt;
{{VersionTableRow|2.37|1|2024-08-11}}&lt;br /&gt;
{{VersionTableRow|2.37|0|2024-05-26}}&lt;br /&gt;
{{VersionTableRow|patches=4|2.36|3|2024-04-20}}&lt;br /&gt;
{{VersionTableRow|2.36|2|2024-02-24}}&lt;br /&gt;
{{VersionTableRow|2.36|1|2024-02-18}}&lt;br /&gt;
{{VersionTableRow|2.36|0|2024-02-17}}&lt;br /&gt;
{{VersionTableRow|patches=3|2.35|2|2023-07-15}}&lt;br /&gt;
{{VersionTableRow|2.35|1|2023-07-08}}&lt;br /&gt;
{{VersionTableRow|2.35|0|2023-06-18}}&lt;br /&gt;
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{{VersionTableRow|2.17|2}}&lt;br /&gt;
{{VersionTableRow|2.17|1|2018-08-15}}&amp;lt;!-- Last version to have a forum post --&amp;gt;&lt;br /&gt;
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{{VersionTableRow|2.9|2}}&lt;br /&gt;
{{VersionTableRow|2.9|1}}&lt;br /&gt;
{{VersionTableRow|2.9|0|2016-08-13}} &amp;lt;!--First linux release--&amp;gt;&lt;br /&gt;
{{VersionTableRow|patches=1|2.8|0|2016-05-08}}&lt;br /&gt;
{{VersionTableRow|patches=1|2.7|0|2016-02-17}}&lt;br /&gt;
{{VersionTableRow|patches=12|2.6|9|2015-06-27}}&lt;br /&gt;
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{{VersionTableRow|2.6|0|2015-01-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|2.52|.9|2015-01-10}}&amp;lt;!--Even though these use the 3 version system, we still need to use the old template to prevent conflicts later.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|2.52|.8|2014-12-25}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.7|2014-12-13}}&lt;br /&gt;
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{{VersionTableRowOld|2.52|.4|2014-11-16}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.3|2014-11-08}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.2|2014-10-21}}&lt;br /&gt;
{{VersionTableRowOld|2.52|.1|2014-10-18}}&lt;br /&gt;
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{{VersionTableRowOld|2.5| RC1|2014-03-26}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (orange box branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.41||2013-03-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.4||2012-12-27}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|Steam Release| 2|2011-11-26}}&amp;lt;!--Also called 2.4. A whole lot of changes had their changelogs combined here.--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|Steam Release| 1|2011-03-09}}&amp;lt;!--A version &amp;quot;between 2.30 and 2.31&amp;quot;--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.31|a|2011-02-22}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.30||2010-11-21}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.29||2010-11-8}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.28|b|2010-10-28}}&lt;br /&gt;
{{VersionTableRowOld|2.28||2010-10-11}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.27||2010-09-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.26||2010-09-25}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc2|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|2.26| Rc1|2010-09-23}}&lt;br /&gt;
{{VersionTableRowOld|patches=3|2.25|b|2010-04-29}}&lt;br /&gt;
{{VersionTableRowOld|2.25|a|2010-04-18}}&lt;br /&gt;
{{VersionTableRowOld|2.25||2010-04-14}}&lt;br /&gt;
{{VersionTableRowOld|patches=5|2.24|e|2009-07-24|type=Linux hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|d|2009-05-21}}&lt;br /&gt;
{{VersionTableRowOld|2.24|c|2009-05-08|type=Balancing hotfix}}&lt;br /&gt;
{{VersionTableRowOld|2.24|b|2009-05-08}}&lt;br /&gt;
{{VersionTableRowOld|2.24||2009-05-07|type=Prerelease}}&lt;br /&gt;
{{VersionTableRowOld|patches=4|2.2|3|2009-03-14}}&lt;br /&gt;
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{{VersionTableRowOld|2.2||2008-12-13}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source Engine (hl2 branch) ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|2.1|1|2008-01-03}}&lt;br /&gt;
{{VersionTableRowOld|2.1||2008-01-02}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|2.0||2007-11-30}}&lt;br /&gt;
{{VersionTableRowOld|patches=10|1.0|71|2006-07-31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|7|2006-07-23}}&lt;br /&gt;
{{VersionTableRowOld|1.0|6|2006-07-2}}&lt;br /&gt;
{{VersionTableRowOld|1.0|5|2006-05-14}}&amp;lt;!--First version to have a forum post--&amp;gt;&lt;br /&gt;
{{VersionTableRowOld|1.0|4}}&lt;br /&gt;
{{VersionTableRowOld|1.0|31}}&lt;br /&gt;
{{VersionTableRowOld|1.0|3}}&lt;br /&gt;
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{{VersionTableRowOld|1.0|1|2006-03-17}}&lt;br /&gt;
{{VersionTableRowOld|1.0||2006-03-04}}&lt;br /&gt;
|}&lt;br /&gt;
== Refractor 2 Engine ==&lt;br /&gt;
&lt;br /&gt;
{{VersionTableHeader}}&lt;br /&gt;
{{VersionTableRowOld|patches=1|0.2||2004-04-10}}&lt;br /&gt;
{{VersionTableRowOld|patches=2|0.1||2004-02-08}}&lt;br /&gt;
{{VersionTableRowOld|0.1||2004-01-10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Pages ==&lt;br /&gt;
{{fixme|These pages contain content that needs to be split up into the redlink pages above.}}&lt;br /&gt;
* [[Change_Log_(2.8-2.25)|2.8 - 2.25]]&lt;br /&gt;
* [[Change_Log_(pre_2.25)|2.25 and older]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Mapping&amp;diff=11244</id>
		<title>Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Mapping&amp;diff=11244"/>
		<updated>2026-04-05T16:27:27Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
From a technical standpoint, mapping for Empires is very similar to mapping for any other Source game or mod, with the addition of several required entities. The mapping section of the Empires Wiki explains how to configure the Source SDK for Empires and provides additional resources to help you get started.&lt;br /&gt;
&lt;br /&gt;
From a gameplay perspective, however, mapping for Empires is quite different. Empires maps are generally much larger than those in other Source games or mods, often pushing the limits of what the Source engine can handle. As a result, optimization requirements are stricter, both in terms of mapper constraints and overall map performance.&lt;br /&gt;
&lt;br /&gt;
There are two primary types of maps in Empires: &#039;&#039;&#039;Classic&#039;&#039;&#039; and &#039;&#039;&#039;Conquest&#039;&#039;&#039;, each offering a distinct style of gameplay.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Classic Maps ==&lt;br /&gt;
Classic maps are the flagship experience of Empires, showcasing its core gameplay mechanics. Each team has a commander and a starting base (such as a barracks or designated spawn point).&lt;br /&gt;
&lt;br /&gt;
Teams must expand outward, capturing territory to gain resources and strategic advantages. The commander oversees the battlefield from an overhead view, directing the team toward completing objectives.&lt;br /&gt;
&lt;br /&gt;
Some classic maps also include capture points (typically flags), creating a hybrid gameplay style. In these maps, building refineries is combined with capturing objectives that provide resources or strategic benefits, such as spawn points, ammo/health crates, or even map-altering events.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Conquest Maps ==&lt;br /&gt;
Conquest maps modify the standard Empires gameplay by removing command vehicles entirely. Without commanders, teams must rely on direct coordination to push forward, capture objectives, and control territory.&lt;br /&gt;
&lt;br /&gt;
These maps can feature infantry-only combat or a mix of infantry and vehicles, depending on the design.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Editing Entities Without Recompiling the Whole Map ==&lt;br /&gt;
In some cases, you may want to adjust entity properties (such as vehicle IDs or loadouts) without recompiling the entire map. This can be done using external tools or methods, as demonstrated here:&lt;br /&gt;
&lt;br /&gt;
https://imgur.com/a/RJcHCma&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
&lt;br /&gt;
* [https://developer.valvesoftware.com/wiki/Main_Page Valve Developer Wiki]&lt;br /&gt;
* [https://developer.valvesoftware.com/wiki/Category:Level_Design Level Design]&lt;br /&gt;
* [https://developer.valvesoftware.com/wiki/Category:Entities Entities]&lt;br /&gt;
* [https://developer.valvesoftware.com/wiki/Category:Hammer Hammer Editor Documentation]&lt;br /&gt;
* [https://www.interlopers.net/index.php/tutorials Interlopers Tutorials]&lt;br /&gt;
* [https://halfwit-2.com/?page=tutorials Halfwit-2 Tutorials]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Mapping&amp;diff=11243</id>
		<title>Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Mapping&amp;diff=11243"/>
		<updated>2026-04-05T16:21:42Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From a technical standpoint, mapping for Empires is very much the same as mapping for any other Source game or mod, but with a collection of additional, necessary entities. The mapping section of the Empires Wiki will explain how to configure the Source SDK for Empires, and offer additional learning resources with which to get started.&lt;br /&gt;
&lt;br /&gt;
From a gameplay standpoint, mapping for Empires is very different from mapping for other Source games or mods. Empires maps are predominantly larger than those of other games and mods. Most often, Empires maps are nearly as large as the Source engine will allow. Optimization is more stringent in both limitations on mappers and requirements of maps.&lt;br /&gt;
&lt;br /&gt;
There are two types of maps common to Empires: &#039;&#039;classic maps&#039;&#039; and &#039;&#039;conquest maps&#039;&#039;, each entailing a unique style of gameplay.&lt;br /&gt;
&lt;br /&gt;
===Classic Maps===&lt;br /&gt;
Classic maps are the flagship maps which champion the core gameplay that Empires was built to provide. Each team has a commander, and some sort of starting base (be it a barracks or an arbitrary spawn point). The teams must venture out, take control of territories for resources or strategic vantage. A commander views the battlefield from above and leads the team in the completion of its objectives. Some classic maps include capture point objectives (flags, most often) to create a hybrid style of play, where building refineries is mixed with capturing points that offer resources or some other territorial benefit, such as a spawnpoint, ammo/health crate, or layout-changing event.&lt;br /&gt;
&lt;br /&gt;
===Conquest Maps===&lt;br /&gt;
Conquest maps segment Empires gameplay by removing the command vehicles from each team. Each team must venture forward to capture objectives and control territories. Conquest maps can involve standalone infantry or a combination of infantry and vehicles.&lt;br /&gt;
&lt;br /&gt;
===Editing entities without recompiling whole map===&lt;br /&gt;
e.g. to fix vehicle ids or loadouts  &lt;br /&gt;
https://imgur.com/a/RJcHCma&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
*[http://developer.valvesoftware.com/ Valve Developer Wiki]&lt;br /&gt;
**[http://developer.valvesoftware.com/wiki/Category:Level_Design Level Design]&lt;br /&gt;
**[http://developer.valvesoftware.com/wiki/Category:Entities Entities]&lt;br /&gt;
**[http://developer.valvesoftware.com/wiki/Category:Hammer Hammer Editor Documentation]&lt;br /&gt;
*[http://interlopers.net/index.php?page=tutorials Interlopers Tutorials]&lt;br /&gt;
*[http://halfwit-2.com/?page=tutorials Halfwit-2 Tutorials]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Engineer-Buildable_Objects&amp;diff=11242</id>
		<title>Engineer-Buildable Objects</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Engineer-Buildable_Objects&amp;diff=11242"/>
		<updated>2026-04-05T16:20:07Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Engineer Buildable Objects}}This guide will teach you how to place buildable objects within your map. To begin, I will assume that you already have a working map. If you do not, please check out the Basic Conquest Map tutorial first.&lt;br /&gt;
&lt;br /&gt;
The first type of object is brush-based. Examples of these include the ramps leading to the dam on mvalley or the access ramps on crossroads.&lt;br /&gt;
&lt;br /&gt;
=== Brush-Based Objects ===&lt;br /&gt;
&lt;br /&gt;
# Load your map in Hammer and center the views around where you want your object to appear.&lt;br /&gt;
# Using the Brush Tool, create your object. In this example, I will create another ramp similar to those you have seen before, but you can create anything you like.&lt;br /&gt;
# Select all of the brushes (blocks) that make up your object by holding the &#039;&#039;&#039;Shift&#039;&#039;&#039; key and left-clicking them in the 3D view.&lt;br /&gt;
# Once you are sure the entire object is selected, press &#039;&#039;&#039;Ctrl + T&#039;&#039;&#039; to convert it into an entity.&lt;br /&gt;
# A new dialog box will appear. From the drop-down menu, select &#039;&#039;&#039;emp_eng_map_brush&#039;&#039;&#039;.&lt;br /&gt;
# You will see several properties listed below the drop-down. These control everything from ownership to health.&lt;br /&gt;
# Most properties are self-explanatory and include descriptions to guide you. Make sure to review the entire list and configure each setting as needed. Below are the example settings used for this ramp:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; be_ramp&lt;br /&gt;
* &#039;&#039;&#039;Number of Parent Capture Point:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Initial Owner:&#039;&#039;&#039; Brenodi Empire&lt;br /&gt;
* &#039;&#039;&#039;Changes Ownership:&#039;&#039;&#039; No&lt;br /&gt;
* &#039;&#039;&#039;Raise Object on Build:&#039;&#039;&#039; Yes&lt;br /&gt;
* &#039;&#039;&#039;Solid on Spawn:&#039;&#039;&#039; No&lt;br /&gt;
* &#039;&#039;&#039;Visible to Enemy Team:&#039;&#039;&#039; No&lt;br /&gt;
* &#039;&#039;&#039;Time to Respawn:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Initial Health:&#039;&#039;&#039; 25&lt;br /&gt;
* &#039;&#039;&#039;Maximum Health:&#039;&#039;&#039; 100&lt;br /&gt;
* &#039;&#039;&#039;Only Grenadier Can Harm:&#039;&#039;&#039; No&lt;br /&gt;
* &#039;&#039;&#039;Solid on Respawn:&#039;&#039;&#039; No&lt;br /&gt;
&lt;br /&gt;
# You now have a ramp that raises when built, belongs to BE, and becomes buildable again after one minute.&lt;br /&gt;
# Compile your map. The object should now appear in-game and behave according to the values you set.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Model-Based Objects ===&lt;br /&gt;
The second type of object is model-based. These allow you to place more complex objects into your map, but they are less flexible than brush-based ones. Examples include the wooden barriers on escort or those found in the ruins on duststorm.&lt;br /&gt;
&lt;br /&gt;
# Load your map in Hammer and center the views around where you want your object to appear.&lt;br /&gt;
# Using the Entity Tool, select &#039;&#039;&#039;emp_eng_map_model&#039;&#039;&#039; from the drop-down menu on the right-hand side of the screen.&lt;br /&gt;
# Click on a surface in the 3D view to place the entity.&lt;br /&gt;
# Press &#039;&#039;&#039;Alt + Enter&#039;&#039;&#039; to open the properties window, then locate the &#039;&#039;&#039;Model&#039;&#039;&#039; property.&lt;br /&gt;
# Click &#039;&#039;&#039;Browse&#039;&#039;&#039; and select the model you want to use.&lt;br /&gt;
# Click &#039;&#039;&#039;OK&#039;&#039;&#039;, then use the 2D views to position your object. Models can be rotated, but they cannot be skewed or resized.&lt;br /&gt;
# Once you are satisfied with the placement, press &#039;&#039;&#039;Alt + Enter&#039;&#039;&#039; again and configure the remaining properties (see steps 6–9 above).&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping|Engineer-Buildable Objects]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Mapping_Tutorials&amp;diff=11241</id>
		<title>Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Mapping_Tutorials&amp;diff=11241"/>
		<updated>2026-04-05T16:17:29Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner&#039;&#039;&#039;&lt;br /&gt;
*[[Basic Classic Map]]&lt;br /&gt;
*[[Basic Conquest Map]]&lt;br /&gt;
*[[Resource nodes|Resource Nodes]]&lt;br /&gt;
*[[Flag Maps]]&lt;br /&gt;
*[[Engineer-Buildable Objects]]&lt;br /&gt;
*[[Releasing a Map]]&lt;br /&gt;
&lt;br /&gt;
==Intermediate==&lt;br /&gt;
* [[Multi-Part Buildables]]&lt;br /&gt;
* [[Adding A Timelimit]]&lt;br /&gt;
* [[Custom map particles]]&lt;br /&gt;
* [[Editing entities without recompiling whole map]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Mapping_Tutorials&amp;diff=11240</id>
		<title>Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Mapping_Tutorials&amp;diff=11240"/>
		<updated>2026-04-05T16:15:37Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
&lt;br /&gt;
*[[Basic Classic Map]]&lt;br /&gt;
*[[Basic Conquest Map]]&lt;br /&gt;
*[[Resource nodes|Resource Nodes]]&lt;br /&gt;
*[[Flag Maps]]&lt;br /&gt;
*[[Engineer-Buildable Objects]]&lt;br /&gt;
*[[Releasing a Map]]&lt;br /&gt;
&lt;br /&gt;
==Intermediate==&lt;br /&gt;
* [[Multi-Part Buildables]]&lt;br /&gt;
* [[Adding A Timelimit]]&lt;br /&gt;
* [[Custom map particles]]&lt;br /&gt;
* [[Editing entities without recompiling whole map]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mapping]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=11239</id>
		<title>Configuring Hammer for Empires</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=11239"/>
		<updated>2026-04-05T16:07:35Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MappingDocumentation}}&lt;br /&gt;
Hammer should work out of the box using the Hammer.bat file in the bin folder. Feel free to create a shortcut! Once launching, choose Empires 2013 from the list, and voila! Hammer for Empires should launch. If you encounter problems, do not hesitate to post on the [[Empires Discord]] to seek help.&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Helping_Out&amp;diff=11229</id>
		<title>Helping Out</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Helping_Out&amp;diff=11229"/>
		<updated>2026-03-20T22:53:28Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Helping Out}}&lt;br /&gt;
&lt;br /&gt;
The beauty of a [[wiki]] is that anyone can contribute to its maintenance and growth. All you need to do is register for an account and start editing by clicking the “Edit” link at the top of each page. Wiki pages are created using a simple markup language, which is explained in the [[metawikimedia:Help:Contents#For_editors|MediaWiki Editor’s Guide]].&lt;br /&gt;
&lt;br /&gt;
* If you have any questions about working on the content here, feel free to stop by the [[Empires Discord]].&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=9333</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=9333"/>
		<updated>2018-09-20T14:14:21Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: /* Adding a new HUD element */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;br /&gt;
GUI elements in Empires are made using [https://developer.valvesoftware.com/wiki/VGUI2 VGUI2]. The layout of windows can be edited using the .res files in the resource folder.&lt;br /&gt;
&lt;br /&gt;
==HUD==&lt;br /&gt;
HUD elements in Empires are either made using C++ for performance or by using a combination of VGUI and Javascript. The positioning and layout of HUD elements is controlled by the hudlayout.res file in the scripts folder.&lt;br /&gt;
&lt;br /&gt;
Hud elements are updated using [[Data Bindings]]&lt;br /&gt;
&lt;br /&gt;
=== Adding a new HUD element ===&lt;br /&gt;
# Create a new folder structure extension in the Empires/empires folder named custom/&lt;br /&gt;
# Add hudlayout.res inside the folder&lt;br /&gt;
# Open hudlayout.res&lt;br /&gt;
# Add an entry for your new element:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyCustomCrosshair // The name of your element&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;fieldName&amp;quot; &amp;quot;MyCustomCrosshair&amp;quot; // This should be the same as the previous name. (required)&lt;br /&gt;
	&amp;quot;type&amp;quot; &amp;quot;javascript&amp;quot; // Indicates that this is a javascript hud element (required)&lt;br /&gt;
	&amp;quot;res&amp;quot; &amp;quot;resource/ui/emp_hud_vehicle_crosshair.res&amp;quot; // The location of your res file (required)&lt;br /&gt;
	&amp;quot;src&amp;quot; &amp;quot;resource/ui/emp_hud_vehicle_crosshair.js&amp;quot; // The location of your javascript file (required)&lt;br /&gt;
	&amp;quot;paintbackground&amp;quot; 0 //Disables the default background&lt;br /&gt;
	&amp;quot;paintborder&amp;quot; 0 // Disables the default border&lt;br /&gt;
	&lt;br /&gt;
	&amp;quot;xpos&amp;quot; &amp;quot;50&amp;quot; // Sets the x position. Position is relative to a 640x480 screen.&lt;br /&gt;
	&amp;quot;ypos&amp;quot; &amp;quot;50&amp;quot; // Sets the y position&lt;br /&gt;
	&amp;quot;wide&amp;quot;	&amp;quot;100&amp;quot; // Sets the width&lt;br /&gt;
	&amp;quot;tall&amp;quot;	&amp;quot;100&amp;quot; // Sets the height&lt;br /&gt;
	&amp;quot;autoResize&amp;quot; &amp;quot;0&amp;quot; // Disables resizing by the user&lt;br /&gt;
&lt;br /&gt;
	// debug border, enable these two to help with positioning&lt;br /&gt;
	//&amp;quot;border&amp;quot; &amp;quot;DebugBorder&amp;quot;&lt;br /&gt;
	//&amp;quot;paintborder&amp;quot; 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# Make a copy of the res and src files and edit them. For more information, look at the [[CVguiJavascriptContext]] documentation.&lt;br /&gt;
# For more information about the position, look at the [[HUD pos]] documention.&lt;br /&gt;
&lt;br /&gt;
===HUD Hide flags===&lt;br /&gt;
&lt;br /&gt;
The player has a variable &amp;lt;code&amp;gt;m_iHideHUD&amp;lt;/code&amp;gt; that defines which hud elements should be hidden. &lt;br /&gt;
https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/client/hud.cpp#L948&lt;br /&gt;
&lt;br /&gt;
Each hud element can asign its self to a hide group using &amp;lt;code&amp;gt;SetHiddenBits(int group)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are 3 special hide flags. &lt;br /&gt;
* HIDEHUD_ALL is special because it is always asigned to every element. So calling SetHiddenBits(HIDEHUD_ALL) is pointless. &lt;br /&gt;
* HIDEHUD_PLAYERDEAD &amp;amp; HIDEHUD_NEEDSUIT are special because it does not use &amp;lt;code&amp;gt;m_iHideHUD&amp;lt;/code&amp;gt;. Seem to be a bit of a hack by valve.&lt;br /&gt;
&lt;br /&gt;
== VGUI Elements ==&lt;br /&gt;
Some frequently used [[:Category:VGUI_Elements | vgui elements]] are:&lt;br /&gt;
* [[Panel]]&lt;br /&gt;
* [[Label]]&lt;br /&gt;
* [[ImagePanel]]&lt;br /&gt;
* [[CVguiJavascriptContext]]&lt;br /&gt;
&lt;br /&gt;
==Borders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DebugBorder2&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;inset&amp;quot; &amp;quot;0 0 0 0&amp;quot; // margin&lt;br /&gt;
	&amp;quot;backgroundType&amp;quot; &amp;quot;1&amp;quot; // is of type backgroundtype_e (BACKGROUND_FILLED = 0, BACKGROUND_TEXTURED = 1, BACKGROUND_ROUNDEDCORNERS = 2)&lt;br /&gt;
	Left // the side&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;  // a border can have more then 1 line. &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot; // color of the border&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;2 1&amp;quot;  // start and end offset. skip the first 2 pixels and skip the last 1 pixel&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Right&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;1 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Top&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Bottom&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
To speed up testing, set the following launch options in Steam under the game&#039;s properties:&lt;br /&gt;
-dev +map con_urb +exec testing&lt;br /&gt;
&lt;br /&gt;
[[Category:VGUI]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=9332</id>
		<title>VGUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=VGUI&amp;diff=9332"/>
		<updated>2018-09-20T14:11:55Z</updated>

		<summary type="html">&lt;p&gt;Awpolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VGUI==&lt;br /&gt;
GUI elements in Empires are made using [https://developer.valvesoftware.com/wiki/VGUI2 VGUI2]. The layout of windows can be edited using the .res files in the resource folder.&lt;br /&gt;
&lt;br /&gt;
==HUD==&lt;br /&gt;
HUD elements in Empires are either made using C++ for performance or by using a combination of VGUI and Javascript. The positioning and layout of HUD elements is controlled by the hudlayout.res file in the scripts folder.&lt;br /&gt;
&lt;br /&gt;
Hud elements are updated using [[Data Bindings]]&lt;br /&gt;
&lt;br /&gt;
=== Adding a new HUD element ===&lt;br /&gt;
# Create a new folder structure extension in the Empires/empires folder named custom/&lt;br /&gt;
# Add hudlayout.res inside the folder&lt;br /&gt;
# Open scripts/hudlayout.res&lt;br /&gt;
# Add an entry for your new element:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyCustomCrosshair // The name of your element&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;fieldName&amp;quot; &amp;quot;MyCustomCrosshair&amp;quot; // This should be the same as the previous name. (required)&lt;br /&gt;
	&amp;quot;type&amp;quot; &amp;quot;javascript&amp;quot; // Indicates that this is a javascript hud element (required)&lt;br /&gt;
	&amp;quot;res&amp;quot; &amp;quot;resource/ui/emp_hud_vehicle_crosshair.res&amp;quot; // The location of your res file (required)&lt;br /&gt;
	&amp;quot;src&amp;quot; &amp;quot;resource/ui/emp_hud_vehicle_crosshair.js&amp;quot; // The location of your javascript file (required)&lt;br /&gt;
	&amp;quot;paintbackground&amp;quot; 0 //Disables the default background&lt;br /&gt;
	&amp;quot;paintborder&amp;quot; 0 // Disables the default border&lt;br /&gt;
	&lt;br /&gt;
	&amp;quot;xpos&amp;quot; &amp;quot;50&amp;quot; // Sets the x position. Position is relative to a 640x480 screen.&lt;br /&gt;
	&amp;quot;ypos&amp;quot; &amp;quot;50&amp;quot; // Sets the y position&lt;br /&gt;
	&amp;quot;wide&amp;quot;	&amp;quot;100&amp;quot; // Sets the width&lt;br /&gt;
	&amp;quot;tall&amp;quot;	&amp;quot;100&amp;quot; // Sets the height&lt;br /&gt;
	&amp;quot;autoResize&amp;quot; &amp;quot;0&amp;quot; // Disables resizing by the user&lt;br /&gt;
&lt;br /&gt;
	// debug border, enable these two to help with positioning&lt;br /&gt;
	//&amp;quot;border&amp;quot; &amp;quot;DebugBorder&amp;quot;&lt;br /&gt;
	//&amp;quot;paintborder&amp;quot; 1&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
# Make a copy of the res and src files and edit them. For more information, look at the [[CVguiJavascriptContext]] documentation.&lt;br /&gt;
# For more information about the position, look at the [[HUD pos]] documention.&lt;br /&gt;
&lt;br /&gt;
===HUD Hide flags===&lt;br /&gt;
&lt;br /&gt;
The player has a variable &amp;lt;code&amp;gt;m_iHideHUD&amp;lt;/code&amp;gt; that defines which hud elements should be hidden. &lt;br /&gt;
https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/client/hud.cpp#L948&lt;br /&gt;
&lt;br /&gt;
Each hud element can asign its self to a hide group using &amp;lt;code&amp;gt;SetHiddenBits(int group)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There are 3 special hide flags. &lt;br /&gt;
* HIDEHUD_ALL is special because it is always asigned to every element. So calling SetHiddenBits(HIDEHUD_ALL) is pointless. &lt;br /&gt;
* HIDEHUD_PLAYERDEAD &amp;amp; HIDEHUD_NEEDSUIT are special because it does not use &amp;lt;code&amp;gt;m_iHideHUD&amp;lt;/code&amp;gt;. Seem to be a bit of a hack by valve.&lt;br /&gt;
&lt;br /&gt;
== VGUI Elements ==&lt;br /&gt;
Some frequently used [[:Category:VGUI_Elements | vgui elements]] are:&lt;br /&gt;
* [[Panel]]&lt;br /&gt;
* [[Label]]&lt;br /&gt;
* [[ImagePanel]]&lt;br /&gt;
* [[CVguiJavascriptContext]]&lt;br /&gt;
&lt;br /&gt;
==Borders==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DebugBorder2&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;inset&amp;quot; &amp;quot;0 0 0 0&amp;quot; // margin&lt;br /&gt;
	&amp;quot;backgroundType&amp;quot; &amp;quot;1&amp;quot; // is of type backgroundtype_e (BACKGROUND_FILLED = 0, BACKGROUND_TEXTURED = 1, BACKGROUND_ROUNDEDCORNERS = 2)&lt;br /&gt;
	Left // the side&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;  // a border can have more then 1 line. &lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot; // color of the border&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;2 1&amp;quot;  // start and end offset. skip the first 2 pixels and skip the last 1 pixel&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Right&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;1 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Top&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	Bottom&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;1&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;color&amp;quot; &amp;quot;0 255 0 255&amp;quot;&lt;br /&gt;
			&amp;quot;offset&amp;quot; &amp;quot;0 0&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
To speed up testing, set the following launch options in Steam under the game&#039;s properties:&lt;br /&gt;
-dev +map con_urb +exec testing&lt;br /&gt;
&lt;br /&gt;
[[Category:VGUI]]&lt;/div&gt;</summary>
		<author><name>Awpolt</name></author>
	</entry>
</feed>