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== Overview == | |||
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. | |||
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. | |||
There are two primary types of maps in Empires: '''Classic''' and '''Conquest''', each offering a distinct style of gameplay. | |||
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== | == Classic Maps == | ||
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). | |||
== Other | 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. | ||
* [ | |||
* [ | 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. | ||
* [ | ---- | ||
[[Category: | |||
== Conquest Maps == | |||
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. | |||
These maps can feature infantry-only combat or a mix of infantry and vehicles, depending on the design. | |||
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== Editing Entities Without Recompiling the Whole Map == | |||
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: | |||
https://imgur.com/a/RJcHCma | |||
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== Other Resources == | |||
* [https://developer.valvesoftware.com/wiki/Main_Page Valve Developer Wiki] | |||
* [https://developer.valvesoftware.com/wiki/Category:Level_Design Level Design] | |||
* [https://developer.valvesoftware.com/wiki/Category:Entities Entities] | |||
* [https://developer.valvesoftware.com/wiki/Category:Hammer Hammer Editor Documentation] | |||
* [https://www.interlopers.net/index.php/tutorials Interlopers Tutorials] | |||
* [https://halfwit-2.com/?page=tutorials Halfwit-2 Tutorials] | |||
[[Category: Mapping]] | |||
Latest revision as of 09:27, 5 April 2026
| Empires Mapping Documentation |
| Mapping Overiew | Hammer Configuration | Entity Index | Basic Mapping | Setup Resources | Tutorials | Useful FGD Modifications | Bots and NPCs | Dimensions | Skyboxes |
Overview
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.
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.
There are two primary types of maps in Empires: Classic and Conquest, each offering a distinct style of gameplay.
Classic Maps
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).
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.
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.
Conquest Maps
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.
These maps can feature infantry-only combat or a mix of infantry and vehicles, depending on the design.
Editing Entities Without Recompiling the Whole Map
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: