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	<id>https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Candles</id>
	<title>Empires Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.empiresmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Candles"/>
	<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/Special:Contributions/Candles"/>
	<updated>2026-09-27T03:59:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.16.x&amp;diff=9398</id>
		<title>Version/2.16.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.16.x&amp;diff=9398"/>
		<updated>2018-10-11T17:05:30Z</updated>

		<summary type="html">&lt;p&gt;Candles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 2.16.2 ==&lt;br /&gt;
&#039;&#039;Release: 2018-10-11&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Made menu more readable with white backgrounds.&lt;br /&gt;
* Fixed issue with missile turrets not being able to hit other turrets.&lt;br /&gt;
* Fixed server downloads going to hl2mp folder instead of empires folder.&lt;br /&gt;
* Changed health bar to show a bit more health when not dead.&lt;br /&gt;
* Added higher default rate parameter for clients to prevent netbuffer overflows.&lt;br /&gt;
* Changed custom game menu button caption.&lt;br /&gt;
* Flags no longer affect tickets or resources before the game starts.&lt;br /&gt;
&lt;br /&gt;
== Version 2.16.1 ==&lt;br /&gt;
&#039;&#039;Release: 2018-10-9&#039;&#039;&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Added default [[Console_commands | chatbinds]].&lt;br /&gt;
* Added death notifications for players killed by bots.&lt;br /&gt;
* Added fractional accounting of resource income.&lt;br /&gt;
* Added automatic management of HDR, should be disabled on legacy maps and enabled by default on newer maps.&lt;br /&gt;
** If you don&#039;t like the bloom, please add &#039;mat_bloom_scalefactor 0.1&#039; or &#039;mat_bloom_scalefactor 0&#039; in your empires/cfg/autoexec.cfg file.&lt;br /&gt;
** Added command to disable HDR manager &#039;cl_disable_hdr_manager&#039;&lt;br /&gt;
* Improved NPCs:&lt;br /&gt;
**Turrets now shoot bots as well.&lt;br /&gt;
**Bots try to avoid areas where bots previously lost health.&lt;br /&gt;
**Bots now try to heal if near a health crate and seriously hit.&lt;br /&gt;
**Bots sometimes (1% of the time) go to a random flag instead of the next one.&lt;br /&gt;
**Bot pathfinding is now slightly random causing bots to spread out a bit if possible.&lt;br /&gt;
**Bots can now use ladders.&lt;br /&gt;
**Bots should be better at estimating jumps.&lt;br /&gt;
**Bots now pick a point within 128 units of a flag origin instead of all trying to bunch up on the origin.&lt;br /&gt;
**Bots try to crouch while shooting if they can still hit the enemy that way.&lt;br /&gt;
**Some bots are now &#039;defensive&#039; and will guard the flags the enemy will be attacking next.&lt;br /&gt;
**NPC makers should now count as navmesh seed points.&lt;br /&gt;
**Bots should now sometimes pick flags that aren&#039;t the closest.&lt;br /&gt;
* Added quickplay lobby.&lt;br /&gt;
* Added default / bind for askconnect_accept&lt;br /&gt;
* Pressing use on a damaged building as an engineer will now switch you to your engineer kit.&lt;br /&gt;
* Added `sv_workshop_required` [[List_of_Server_Cvars | convar]] for servers to let clients download workshop items before connecting.&lt;br /&gt;
* Vehicles now have a constant physics weight to make handling independent of the weapon loadout.&lt;br /&gt;
* New main menu layout.&lt;br /&gt;
* Vehicles now slide the correct way when handbraking.&lt;br /&gt;
* Migrated to a newer version of the source engine.&lt;br /&gt;
* Added default bind for askconnect_accept to allow players to be redirected from servers.&lt;br /&gt;
* Files downloaded from servers will now be stored in a separate folder.&lt;br /&gt;
* Added -nonews startup parameter that hides the news panel.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed linux issue with control settings panel.&lt;br /&gt;
* Cleanup of cappoints system.&lt;br /&gt;
* Removed broken shownewclasspanel command.&lt;br /&gt;
* MLs should aim slightly above the ground now.&lt;br /&gt;
* Tweaked commander health display to more accurately display how close the commander is to death.&lt;br /&gt;
* Fixed health HUD element not displaying when spectating a player.&lt;br /&gt;
* Fixed a bug where you could be revived with weapons that weren&#039;t for your class.&lt;br /&gt;
* Fixed squad artillery shells not spawning.&lt;br /&gt;
* Prevent sporadic client crash with loadout saving.&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_cap_model&amp;diff=1748</id>
		<title>Emp cap model</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_cap_model&amp;diff=1748"/>
		<updated>2006-03-13T19:25:48Z</updated>

		<summary type="html">&lt;p&gt;Candles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Enity that allows you to have flags or other models that change depending on who owns them&lt;br /&gt;
&lt;br /&gt;
Uses the &amp;quot;Number of parent capture point&amp;quot; to decide when to change model&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_info_player_NF&amp;diff=1746</id>
		<title>Emp info player NF</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_info_player_NF&amp;diff=1746"/>
		<updated>2006-03-13T19:24:09Z</updated>

		<summary type="html">&lt;p&gt;Candles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_info_player_NF}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Places a NF Spwan point. has the option to be tied to a cap point or not.&lt;br /&gt;
&lt;br /&gt;
These Enitys are related to a specified spawnpoint by the usage of the &lt;br /&gt;
&amp;quot;Number of the parent capture point&amp;quot; box, where the coresponding number to whatever the flag you want the spawn to be triggerd by have.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;enabled?&amp;quot; option is what decides if it will be possible to spawn there even if the flag is not captured. If this is set to Dissabled then the capture point will only work when the faction that the capture point actually belongs to own the flag&lt;br /&gt;
&lt;br /&gt;
make sure to place a bunch of them to prevent telefragging&lt;br /&gt;
[[Category:Entity|Spwan]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_info_player_Imp&amp;diff=1745</id>
		<title>Emp info player Imp</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_info_player_Imp&amp;diff=1745"/>
		<updated>2006-03-13T19:23:42Z</updated>

		<summary type="html">&lt;p&gt;Candles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Entity_Index|Entity Index]] &amp;gt; Emp_info_player_Imp}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Places a Brenodi Spwan point. has the option to be tied to a cap point or not.&lt;br /&gt;
&lt;br /&gt;
These Enitys are related to a specified spawnpoint by the usage of the &lt;br /&gt;
&amp;quot;Number of the parent capture point&amp;quot; box, where the coresponding number to whatever the flag you want the spawn to be triggerd by have.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;enabled?&amp;quot; option is what decides if it will be possible to spawn there even if the flag is not captured. If this is set to Dissabled then the capture point will only work when the faction that the capture point actually belongs to own the flag&lt;br /&gt;
&lt;br /&gt;
make sure to place a bunch of them to prevent telefragging&lt;br /&gt;
[[Category:Entity|Spwan]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1744</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1744"/>
		<updated>2006-03-13T19:21:32Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Deciding Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] Important!&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vihicle (optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vihicle (optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite intresting gameplays with more to be added later.&lt;br /&gt;
&lt;br /&gt;
The standard one witch involves capturing resource nodes and building bases, this gamemode is used on maps sutch as  duststorm and crossroads. The games winner is whoever removes the emenys command tank.&lt;br /&gt;
For it to work you need a barracks (emp_building_imp_barracks, emp_building_nf_barracks) for each team, a command tank per faction (emp_imp_commander, emp_nf_commander) and also a resource node (emp_resource_point, preferebly marked by a emp_resource_point_prop so that one can figgure out where the rt&#039;s are) to be able to play properly&lt;br /&gt;
None of above enitys are competly neccisary, the game will work aslong as there are a way for people from both teams have ways to spawn.&lt;br /&gt;
&lt;br /&gt;
The second one is as seen in battlefield and other games based around capturing and holding flags. somtimes having command tanks, somtimes not. This gameplay is slightly fetured on escort, on witch it has been converted into a push type of gameplay by not having the flags to be recaptureble by the northern faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag you need to place spawnpoints&lt;br /&gt;
These are called emp_info_player_Imp for the imperials and emp_info_player_NF for the northern faction&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1743</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1743"/>
		<updated>2006-03-13T19:20:52Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Deciding Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] Important!&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vihicle (optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vihicle (optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite intresting gameplays with more to be added later.&lt;br /&gt;
&lt;br /&gt;
The standard one witch involves capturing resource nodes and building bases, this gamemode is used on maps sutch as  duststorm and crossroads. The games winner is whoever removes the emenys command tank.&lt;br /&gt;
For it to work you need a barracks (emp_building_imp_barracks, emp_building_nf_barracks) for each team, a command tank per faction (emp_imp_commander, emp_nf_commander) and also a resource node (emp_resource_point, preferebly marked by a emp_resource_point_prop so that one can figgure out where the rt&#039;s are) to be able to play properly&lt;br /&gt;
None of above enitys are competly neccisary, the game will work aslong as there are a way for people from both teams have ways to spawn.&lt;br /&gt;
&lt;br /&gt;
The second one is as seen in battlefield and other games based around capturing and holding flags. somtimes having command tanks, somtimes not. This gameplay is slightly fetured on escort, on witch it has been converted into a push type of gameplay by not having the flags to be recaptureble by the northern faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag you need to place spawnpoints&lt;br /&gt;
These are called emp_info_player_Imp for the imperials and emp_info_player_NF for the northern faction&lt;br /&gt;
These Enitys are related to a specified spawnpoint by the usage of the &amp;quot;Number of the parent capture point&amp;quot; box, where the coresponding number to whatever the flag you want the spawn to be triggerd by have.&lt;br /&gt;
The &amp;quot;enabled?&amp;quot; otion is what decides if it will be possible to spawn there even if the flag is not captured. If this is set to Dissabled then the capture point will only work when the faction that the capture point actually belongs to own the flag&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Emp_cap_point&amp;diff=1739</id>
		<title>Emp cap point</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Emp_cap_point&amp;diff=1739"/>
		<updated>2006-03-13T19:19:32Z</updated>

		<summary type="html">&lt;p&gt;Candles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To set up a flag you need to have atleast one brush based capture point (emp_cap_point) This brush will be invisble ingame. These brushes have the following important options:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Number of this capture point&amp;quot; witch allowes other flag related brushes and flags to link to this brush. Use a number betwen 1-&amp;gt;?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Location name&amp;quot; What name will be displayed ingame&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Time to Capture&amp;quot; Time it will take for the flag to be captured in seconds &amp;quot;Time to Neutral&amp;quot; Time it takes for the other team to remove your ownership from it before they can start capturing in seconds&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Players required (NF/Imp)&amp;quot; Two boxes witch allowes the mapper to decide how manny people you will have to have present inside the cap point brush for it to be captured&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Owner&amp;quot; Whoever owns the flag by default (if annyone)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NF/IMP capturble&amp;quot; Two boxes witch allowes the mapper to decide if both factions or witch ones of them can capture a flag&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resource to give to NF/IMP&amp;quot; Two boxes that allow the mapper to give the flag the ability to generate resources for the holding team, mesured in resources per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tickets to take from NF/IMP&amp;quot; Two boxes that allow the mapper to give the flag the ability to take tickets from the holding teams emeny, mesured in tickets per second&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1738</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1738"/>
		<updated>2006-03-13T19:18:43Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Step 5: Flesh it out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] Important!&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vihicle (optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vihicle (optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite intresting gameplays with more to be added later.&lt;br /&gt;
&lt;br /&gt;
The standard one witch involves capturing resource nodes and building bases, this gamemode is used on maps sutch as  duststorm and crossroads. The games winner is whoever removes the emenys command tank.&lt;br /&gt;
For it to work you need a barracks (emp_building_imp_barracks, emp_building_nf_barracks) for each team, a command tank per faction (emp_imp_commander, emp_nf_commander) and also a resource node (emp_resource_point, preferebly marked by a emp_resource_point_prop so that one can figgure out where the rt&#039;s are) to be able to play properly&lt;br /&gt;
None of above enitys are competly neccisary, the game will work aslong as there are a way for people from both teams have ways to spawn.&lt;br /&gt;
&lt;br /&gt;
The second one is as seen in battlefield and other games based around capturing and holding flags. somtimes having command tanks, somtimes not. This gameplay is slightly fetured on escort, on witch it has been converted into a push type of gameplay by not having the flags to be recaptureble by the northern faction.&lt;br /&gt;
&lt;br /&gt;
To set up a flag you need to have atleast one brush based capture point (emp_cap_point)&lt;br /&gt;
This brush will be invisble ingame. &lt;br /&gt;
These brushes have the following important options:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Number of this capture point&amp;quot; witch allowes other flag related brushes and flags to link to this brush. &lt;br /&gt;
Use a number betwen 1-&amp;gt;?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Location name&amp;quot; What name will be displayed ingame&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Time to Capture&amp;quot; Time it will take for the flag to be captured in seconds&lt;br /&gt;
&amp;quot;Time to Neutral&amp;quot; Time it takes for the other team to remove your ownership from it before they can start capturing in seconds&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Players required (NF/Imp)&amp;quot; Two boxes witch allowes the mapper to decide how manny people you will have to have present inside the cap point brush for it to be captured&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Owner&amp;quot; Whoever owns the flag by default (if annyone)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NF/IMP capturble&amp;quot; Two boxes witch allowes the mapper to decide if both factions or witch ones of them can capture a flag&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resource to give to NF/IMP&amp;quot; Two boxes that allow the mapper to give the flag the ability to generate resources for the holding team, mesured in resources per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tickets to take from NF/IMP&amp;quot; Two boxes that allow the mapper to give the flag the ability to take tickets from the holding teams emeny, mesured in tickets per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag you need to place spawnpoints&lt;br /&gt;
These are called emp_info_player_Imp for the imperials and emp_info_player_NF for the northern faction&lt;br /&gt;
These Enitys are related to a specified spawnpoint by the usage of the &amp;quot;Number of the parent capture point&amp;quot; box, where the coresponding number to whatever the flag you want the spawn to be triggerd by have.&lt;br /&gt;
The &amp;quot;enabled?&amp;quot; otion is what decides if it will be possible to spawn there even if the flag is not captured. If this is set to Dissabled then the capture point will only work when the faction that the capture point actually belongs to own the flag&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1729</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1729"/>
		<updated>2006-03-13T18:46:00Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Step 2: Add Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] Important!&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vihicle (optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vihicle (optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1726</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1726"/>
		<updated>2006-03-13T18:43:07Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Step 3: Create your map&amp;#039;s resource file */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] Important!&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1725</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1725"/>
		<updated>2006-03-13T18:42:36Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Step 2: Add Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] Important!&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1723</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1723"/>
		<updated>2006-03-13T18:41:05Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Step 2: Add Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]](IMPORTANT!)&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1722</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1722"/>
		<updated>2006-03-13T18:40:54Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Step 2: Add Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params] (IMPORTANT!)]&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1721</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1721"/>
		<updated>2006-03-13T18:40:20Z</updated>

		<summary type="html">&lt;p&gt;Candles: /* Step 1: Build a large room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}}&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]]&lt;br /&gt;
* [[Emp_info_map_overview]]&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires&amp;diff=1533</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=1533"/>
		<updated>2006-03-11T21:35:49Z</updated>

		<summary type="html">&lt;p&gt;Candles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To set up hammer for empires you need to do the following things:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Add following .fgd files into your fgd list:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Base.fgd&lt;br /&gt;
Halflife2.fgd&lt;br /&gt;
Empires.fgd&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game executable Directory shoud be set to:&#039;&#039;&#039;&lt;br /&gt;
$SteamUserDir\half-life 2\hl2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The game directory shoud be set to:&#039;&#039;&#039;&lt;br /&gt;
$SteamDir\SteamApps\SourceMods\Empires&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The hammer vmf directory shodu be set to:&#039;&#039;&#039;&lt;br /&gt;
$SteamDir\SteamApps\SourceMods\Empires\maps&lt;br /&gt;
&lt;br /&gt;
All relative to where you installed empires, meening that if you configured your folders to be called somthing else then you need to specify the paths acording to that&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=1532</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=1532"/>
		<updated>2006-03-11T21:31:13Z</updated>

		<summary type="html">&lt;p&gt;Candles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order.&lt;br /&gt;
== A ==&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous]&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
== C ==&lt;br /&gt;
== D ==&lt;br /&gt;
== E ==&lt;br /&gt;
== F ==&lt;br /&gt;
== G ==&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
== J ==&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
Lords Of Chaos {LOC}&lt;br /&gt;
One of two clans that participated in testing the beta versions of empires&lt;br /&gt;
== M ==&lt;br /&gt;
== N ==&lt;br /&gt;
== O ==&lt;br /&gt;
== P ==&lt;br /&gt;
* [http://www.cod-clan.nl/partyhatforum/phpBB2/index.php PartyHat]&lt;br /&gt;
* [http://1.myfreebulletinboard.com/psyzone/psyzone.html PsYzone Clan]&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
== R ==&lt;br /&gt;
== S ==&lt;br /&gt;
== T ==&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;/div&gt;</summary>
		<author><name>Candles</name></author>
	</entry>
</feed>