nyuuzyou/wikis huggingface dataset:
DODS/Creating the main map area

==Creating the main map area==
Day of Defeat: Source's gameplay is based around out-manoeuvring opponents by moving to a position where they are not aware of your presence, cannot attack you, or are less suited to combat than you (e.g. Assault class down a long alley) - ideally all three. For this reason, a good DOD Source map will provide:
*A mixture of:
**Small areas with many corners (e.g. interiors, ruins)
**Open areas with cover (e.g. ruined street)
**Open areas without cover (e.g. clean street, field)
*A large number of inter-connecting paths
**Each area should be approachable from at least two directions
**The number of exits (including windows etc.) in an area should be balanced against the number of entrances
*Suitable line-of-fire lanes for supporting classes
**MGs
**Snipers
**Bazookas?
Spend some time studying the official maps and you will begin to understand how they are constructed, and how they achieve these goals. For instance, there is always one or more paths which are largely in interior locations, and there is always at least one 'direct' path in the open, and there are usually several other paths that shade in between.
Books could and have been written on map design, and this is no place to start another. Study others' maps and play the game to get a deeper understanding of its mechanics, and your designs will steadily improve.
Category:Day of Defeat: Source
Category:Tutorials
Category:Level Design
DODS/Mg class

Machine Gunners are used as a strong defensive class. If they are deployed in the right spot they can be nearly impossible to take out. Some players enjoy going on the offense with the machine guns, although it is a lot harder to rambo in Day of Defeat: Source than it is in Day of Defeat 1.3.
== Weapon loadout ==
=== Allies ===
:.30 caliber Maching Gun
:.45 1911 Colt
:Knife
=== Axis ===
:MG42
: Walther p38
:Entrenchment Spade
== See also ==
* Day of Defeat: Source Classes and weapons - Overview of all classes and weapons.
Category:Day of Defeat: Source
DODS/Rifleman class

The Rifleman is one of the most used classes, next to the assault class. They are good for far to medium range, and can sometimes do well in close combat. Their accurate rifles make them a popular choice for players who enjoy being rewarded for their marksmanship.
== Weapon loadout ==
=== Allies ===
:M1 Garand
:Knife
:Rifle Grenades x2
=== Axis ===
:Karbiner 98k
: Entrenchement Tool
:Rifle Grenades x2
== See also ==
* Day of Defeat: Source Classes and weapons - Overview of all classes and weapons.
Category:Day of Defeat: Source
DODS/Rocket class

As there are no vehicles in the game, the rocket class is generally taken as a "fun" class. Either that, or the players will drop the rockets and keep the M1 Carbine / c96 Automatic Pistol and pick up another weapon. 
== Weapon loadout ==
=== Allies ===
:Bazooka
:M1 Carbine
:Knife
=== Axis ===
:Panzerschreck
:c96 Automatic Pistol
:Entrenchment Spade
== See also ==
* Day of Defeat: Source Classes and weapons - Overview of all classes and weapons.
Category:Day of Defeat: Source
DODS/Rocket targets

A tutorial on how to make a wall that can only be destroyed by rockets or grenades.
===Make a Brush===
thumb|left|The remains of the wall
Create the brush for the hole that should remain after the wall is destroyed, then create the center piece of the wall. On the wall there should be a visual aspect that will let players know that it can be destroyed. A similar technique to the DoD 1.3 maps, with 3 cracks in a "Y" Shape, can be used for instance.
thumb|right|The destroyable part of the wall
===Configuring the entity===
Select all the parts of the wall that will be destroyed, and press the Tie To Entity button (Ctrl + T). Set the entity as a func_breakable and change any other values should they need to be different. The only keyvalues that need to be changed for this tutorial are the Strength and Min Damage to Hurt values. Since the Kar98 and Springfield snipers both do 120 damage, the Min Damage to Hurt must be more than that. Rockets generally do 125 damage, so set Min Damage to Hurt to 125. The strength can be anything, though it is recommended to be 125 times the number of rockets you want to be needed to break the wall.
===Problems===
Rockets may not always do enough damage to surpass the 125 damage needed to hurt the wall, in this case filter_damage_type could be used as an alternative method.
Category:Day of Defeat: Source level design
DODS/Sniper class

The sniper class is used by many people due to its long range abilities, and ability to kill targets who have a hard time seeing you and shooting back. Other players use it to push an offense.
==Weapon loadout==
=== Allies ===
:Springfield Sniper Rifle
:.45 1911 Colt
:Knife
=== Axis ===
:Scoped Karabiner 98k
: Walther p38
:Entrenchment Spade
== See also ==
* Day of Defeat: Source Classes and weapons - Overview of all classes and weapons.
Category:Day of Defeat: Source
DODS/Support class

The support class is popular amongst players who enjoy being able to shoot at long range, but keep their ability to have a fully automatic weapon.
==Weapon loadout==
=== Allies ===
:Browning Automatic Rifle
:Knife
:Frag Grenade x2
=== Axis ===
:Sturmgewehr 44 (MP44)
:Entrenchment Spade
:Stick Grenade x2
== See also ==
* Day of Defeat: Source Classes and weapons - Overview of all classes and weapons.
Category:Day of Defeat: Source
Danbix Cube Source

Danbix Cube: Source is not a traditional FPS mod, but sort of a puzzle mod: It's a Source made Rubik's Cube.
Why? KingDaniel accidentally destroyed his, and realized that it should be possible to recreate it using Source's Uber-powerful entity I/O system.
He was saving it for his upcoming HL2 single player mod, but since that's ages away and this is really clever he didn't want anyone to beat him to it :)
There's no point to it - it's just a tech demo.
The arena is a bit rough, but that’s not the point – it’s all about the cube!
Feel free to decompile this map and learn from it. Credit KingDaniel if you make anything based on it.
Enjoy!
== External links ==
*Download site
Dark Messiah: Spike Racks

Forcefully kicking an enemy into a gruesome impaling upon a spike rack is one of the most amusing features of Dark Messiah. Here, you will learn how to create spike racks in your own levels.
== Making Spike Racks in the Single-Player SDK ==
=== Requirements ===
This tutorial requires the Dark Messiah Single-Player SDK to have been previously set up, as well as a basic knowledge of Hammer level creation, which can be acquired starting with the Introduction to Editing. If you haven't set up the SDK yet, instructions can be found at Dark Messiah Single-Player Level Creation.
=== Creating the prop ===
To begin, create a prop_trap entity near where you would like your spike rack.
=== Setting the proper values ===
The following values should be check and/or changed accordingly:
:* The "World Model" value should be set to any spike rack model, including:models/props/archi/l10/l10_spikes_a.mdl
:* "Disable Shadows" should be set to "Yes."
:* "Physics Impact Damage Scale" should be 0.1
:* "Scale Factor for Inertia" should be 1.0
=== Toggling Flags ===
:* The "Motion Disabled" flag should be checked.
=== Finishing up ===
Now align the prop_trap to the position you want it to appear in game, and test your level. Everything should work!
== Useful Resources ==
Download of Tutorial VMF
== See also ==
* Dark Messiah: Level Creation
* Level Design Category
* Introduction to Editing
* Level Design Video Tutorials
Category:Dark Messiah
Dark Messiah Bugs

This page tries to collect all of the bugs/issues and provide a fix for them if any are available at the current time, for both the games and the SDK itself. If any has further bugs or problems not on the list, please add them with a short guide for how to fix them too if possible.
==SDK==
In the 3D viewport '3D Textured Shaded' looks the same as '3D Textured'
There is no current solution to this. As a workaround, you could create the brushes of your map in a different Hammer editor. Any Source Engine game that ships with the Hammer editor will work for this. You can then later add models and entities in the Dark Messiah editor.
Some textures appear white in the editor.
This can be fixed by extracting the content of the VPK file depot_2101_dir.vpk into the folder Dark Messiah Might and Magic Single Player\mm, or by opening the affected textures' .vmt files and remove or comment out the "$envmap" and "$normalmapalphaenvmapmask" parameters.
Some NPCs look like a different NPC type: E.g. a Goblin has the appearance of a dragon.
This happens when you copy and paste an NPC entity or when you duplicate a NPC entity and change the entity type. Make sure that you correct the model after duplicating an existing NPC.
The following models crash hammer: 'props\doll\cr_wickerdoll.mdl' and 'props\doll\cr_wickerdoll_stoned.mdl'
There is currently no fix available for this.
==Game==
Windowed mode is unavailable from the settings menu.
Windowed mode can still be activated by going into the console and use the command mat_setvideomode width height mode, where the width and height are the resolution and mode is the type: 0: fullscreen, 1: window, 2: borderless. For example mat_setvideomode 1280 720 1 will make the game run in a 1280x720 window.
Adjust/disable camera tilting when strafing.
Camera tilting cannot be disabled from the settings menu and as such requires commands to do so, but too resets when the game is shutdown and must be entered into an cfg to remain. The console command sv_rollangle angle changes how much of an angle the camera should roll when strafing from side to side, with a default value of 3, where setting it to 0 disables it completly.
Furthermore can the command sv_rollspeed speed to used to change how slow the roll to the specified angle should happen, with a default value of 200, where 0 means it snaps to it in an instant. These commands can be tested with the console and when your are satified with the result, put then into the autoexec.cfg file (how to get this file to work can be read below).
The autoexec.cfg file does not execute upon launch.
The autoxec file is not executed on startup in the singleplayer version of the game, but can still be sat to do so everytime the game opens: 
# Go into your steam library.
# Right click on Dark Messiah of Might & Magic Singleplayer.
# Click on Properties and a window will open up.
# Click on Set launch options.
# Insert into the launch options field +exec autoconfig.cfg.
Category: Dark Messiah
Dark Messiah Entities

__NOTOC__
== base.fgd ==
See List of base entities
=== Dark Messiah of Might and Magic specific entities. ===
== halflife2.fgd ==
=== Dark Messiah of Might and Magic specific entities. ===
=== Half-Life 2 shared entities. ===
== mightandmagic.fgd ==
=== Dark Messiah of Might and Magic specific entities. ===
=== Half-Life 2 shared entities. ===
Category: Dark MessiahCategory:EntitiesCategory:Level Design
Dark Messiah of Might and Magic

Dark Messiah of Might and Magic is a Singleplayer and Multiplayer RPG-Action fantasy game set in the Might & Magic universe. It was developed by Arkane Studios and published by Ubisoft in 2006 for PC and in 2008 for Xbox 360. 
This game was also notable for being the very first third-party game to be released on Xbox 360. The console version runs on engine branch and was titled "Dark Messiah of Might and Magic: Elements".
Its notable features include live ragdolls for the NPCs (enemies can slip on icy or oiled surfaces or fall over, entering a ragdoll state, then recover and get back up), hands-on viewmodels when picking up props (in contrast with games like Half-Life 2, where held props have "invisible" hands), fully animated first-person body of the player's character, climbable ropes and other RPG-oriented mechanics.
== See also ==
* Dark Messiah: Single-Player Level Creation
* Dark Messiah: Multi-Player Level Creation
Category:Dark Messiah
Category:Source 2006 engine branch games
Category:Source 2007 engine branch games
Dark Powers

adds a layer of strategic area control game-play on top of the standard teamplay. Spawn points are captured by overloading Combine capture points with dark energy pellets (AKA combine balls). Spawns can also have attached devices to help their teams, such as weapons and health dispensers. 
===Origin===
DP is most of all a test of the gameplay mode. I would like to make another sci-fi-themed mod, but making all the assets only to then find the gameplay isn't fun would be a massive waste of time and effort. By making a shallow mod in the HL2 universe I can re-use assets and code from the Source SDK and focus on the gameplay first.
==Features==
* Gameplay that uses the Gravity Gun in multi-player
* Team allied, Weapon dispensers, Ammo crates, Health chargers, and Turrets for spawn protection
* Stance-based accuracy (crouching improves aim, sprinting and jumping increase spread)
* Jumping and sprinting depend on regenerating "Stamina" (rather than Aux Power)
==Team==
* One man mod team : ChromeAngel
==Other info==
* Dark Powers Homepage
* Steam Community Group
* 
Category:Multiplayer Mods
Day of Defeat

( for short) is a game where players enlists in an intense brand of Axis vs. Allied team play set in the WWII European Theatre of Operations. Players assume the role of light/assault/heavy infantry, sniper or machine-gunner class, each with a unique arsenal of historical weaponry at their disposal; missions are based on key historical operations; and as war rages on, players must work together with their squad to accomplish a variety of mission-specific objectives.
Like , started out as an unofficial mod before being picked up by Valve for a commercial release. It later received a remake entitled ( for short), which added enhancements such as HDR lighting, physics, new weapons, and updated versions of classic maps.
== Release History ==
*Alpha 4 (April 8, 2000)
*Alpha 6 (September 27, 2000)
*Alpha 6.5 (October 15, 2000)
*Alpha 6.5 (October 16, 2000)
*Alpha 6.7 (October 28, 2000)
*Alpha 6.8 (November 6, 2000)
*Beta 1.0 (January 12, 2001)
*Beta 1.1 (February 14, 2001)
*Beta 1.2 (April 5, 2001)
*Beta 1.3 (June 4, 2001)
*Beta 1.3b (July 27, 2001)
*Beta 2.0 (February 6, 2002)
*Beta 2.1 (May 10, 2002)
*Beta 3.0 (July 11, 2002)
*Beta 3.1 (August 8, 2002)
*Version 1.0 (May 1, 2003)
*Version 1.1 (November 14, 2003)
*Version 1.2 (May 19, 2004)
*Version 1.3 (July 7, 2004)
== See also ==
* 
* Day of Defeat.fgd
== External links ==
* on Wikipedia
* Game manual
* Modding forums archive
	 
Category:Day of Defeat
Category:Valve Games
Day of Defeat: Source Mapper's Reference

==Model Sizes==
Model 	Height	Width/Depth
Player (Standing)	73 	32
Player (Ducking) 	46 	32
Player (Prone) 	 	
Minimum 	73 	32
==Jump Distances==
==Speeds==
Model 	Walking	Sprinting
Player (Standing)	220 u/s	320 u/s
(fatigued) 	120 u/s	230 u/s
(scoped) 	42 u/s 	N\A
Player (Ducking) 	46 u/s 	N\A
Player (Prone) 	50 u/s 	N\A
Category: Day of Defeat: Source
Category: Level Design
Day of Defeat: Source Sky List

This is a list of skies available in the Steam caches, along with pictures of each skybox. The settings listed (Ideal Sun Angle, Ideal Brightness, etc) are suggestions based on settings used in official maps; other values may also be appropriate.
These skyboxes are available to and mods utilizing its content. These skies are HDR capable.
==See also==
*Sky List
Category:Skybox Category:Day of Defeat: Source
Day of Defeat 4.1.fgd

This updated FGD for , edited by "Pet", adds the entity. This entity requires disabling SmartEdit; see the Reddit post for example usage.
For the last official FGD version (4.0), see Day of Defeat.fgd.
==FGD==
Category:Level Design
Category:Day of Defeat
Category:GoldSrc FGDs
Category:Custom FGDs
Day of Defeat Mapper's Reference

This is a reference page for any mapper looking for dimensions or numbers that are used for level and map creation.
=== Overhead Obstacle Height ===
This is the minimum hight between the ground and an object that still allows a player to pass underneath.
*crouched: 37
*standing: 73
*prone: 37
=== Minimum Path Width ===
This is the minimum width between two objects that still allows a player to pass between them.
*width: 33
=== Ground Obstacle Height ===
This is the maximum height an object can be while still allowing a player to walk over it.
*crouched: 16
*standing: 16
=== Jump Height ===
This is the maximum height an object can be that still allows a player to jump on top of it.
*crouched: 40
*walking: 40
*running crouch-jump: 64
=== Jump distance ===
This is the maximum distance between two objects, of the same height, that still allows a player to jump from one object to the other.
*crouched: 98
*walking: 100
*running: 232 (Approx)
*running crouch-jump: 256 (Approx)
== See also ==
*Bullet Penetration in Day of Defeat
Category:Day of Defeat Level Design
Day of Defeat series

Day of Defeat (DoD for short) is a series of team-based multiplayer FPS games set on World War II's European Front.
The Day of Defeat series consists of the following two games:
* ()
* ()
Additionally, the following games are inspired by the Day of Defeat series (but are not necessarily based on the DoD franchise):
* (; started out as mod for )
* ()
* ()
Category:Series pages
Day of Infamy

is a multiplayer tactical first-person shooter video game developed and published by New World Interactive set during the events of World War II in the European Theater. It was originally developed as a mod for before later being given a commercial release.
== External links == 
* Wikipedia:Day of Infamy (video game)
Category:Third Party Source Engine Games
Category:Counter-Strike: Global Offensive engine branch games
Category:Released Games
Category:New World Interactive games
Db audiere sound

==Entity Description==
Plays a sound like the ambient generic but with a different sound library: Audiere. This is useful for looping map music and playing sounds that play through the map exit, such as victory sounds. All sounds will play everywhere.
==Keyvalues==
*Name
:The name that other entities refer to this entity by.
*Sound File
:Path to sound file. Supported types: OGG, MP3, WAVE and FLAC. Note when you browse and select a sound it will look like for example: 'FX/ball_fx1.wav'. You must add a 'sound/' prefix to the file path, like so: 'sound/FX/ball_fx1.wav'. Also note for OGG and FLAC files you must manually type the file path in the Sound File field as the Hammer Sound Browser only shows MP3 and WAVE.
*Volume
:Volume (set between 0 and 1.0)
==Inputs==
*
*PlaySound
:Starts the sound.
*StopSound
:Stops the sound.
==Outputs==
* OnUser1-4
:Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
==Flags==
*1 - Start Active
*2 - Loop Sound
*4 - Stop sound on map exit (otherwise sound will still play through the menu)
==See also==
*List of Dreamball Entities
*Dreamball Level Creation
Category:Dreamball
Db camera collision

==Entity Description==
Prevents the camera (the player's screen) from clipping through. In laymen's terms, an invisible wall to the player's screen camera. Place these brush-based entities in places that the camera should not pass through. Can also be used as a VPhysics brush. See Creating Camera Collision.
==Keyvalues==
*targetname <target_source>
:Defines the name that other entities refer to this entity by.
*
*
==Flags==
*Not solid
:It is also possible for this entity to also be a VPhysics collision brush. Un-check this flag to enable it's collision. This does not effect you camera collision, this flag is solely based of real world collision, so for example the marble will collide with this brush.
==Inputs==
*
*
*
==Outputs==
*
==See also==
*Creating Camera Collision
*List of Dreamball Entities
*Dreamball Level Creation
Category:Dreamball
Db filter marble

}
==Entity Description==
A filter that filters the marble (player).
==Keyvalues==
*Name
:The name that other entities refer to this entity by.
*Filter mode
:If set to Allow, only entities who match the criteria will pass the filter. If set to Disallow, only entities who do NOT match the criteria will pass the filter.
==Inputs==
*
==Outputs==
*
==See also==
*List of Dreamball Entities
*Dreamball Level Creation
Category:Dreamball
Db powerup ability jump

== Entity Description ==
Adds the ability to jump. 
To use this entity fire an output from another entity (i.e. a trigger) using the 'Enable' input.
== Keyvalues ==
*targetname <target_source>
: Defines the name that other entities refer to this entity by.
== Inputs ==
*
*Fire
:Fires the entity (use this for triggering this entity).
*
== Outputs ==
* OnUser1-4
:Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
==See also==
*db powerup ability storer
*db powerup ability remover
*List of Dreamball Entities
*Dreamball Level Creation
Category:Dreamball
Db powerup ability remover

== Entity Description ==
Removes all powerup abilities currently equipped by the player. Useful in conjunction with model changers when switching to a bigger marble (i.e. metal marbles) when you may want to disable the jumping ability. 
To use this entity fire an output from another entity (i.e. a trigger) using the 'Fire' input. It will then remove all your currently equipped powerups.
== Keyvalues ==
*targetname <target_source>
: Defines the name that other entities refer to this entity by.
== Inputs ==
*
*Fire
:Fires the entity (use this for triggering this entity).
== Outputs ==
* OnUser1-4
:Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
*OnFire
:Can fire an output when itself is fired.
==See also==
*db powerup ability storer
*List of Dreamball Entities
*Dreamball Level Creation
Category:Dreamball
Db powerup ability storer

== Entity Description ==
Saves and restores powerup abilities. 
You use 2 inputs 'Store' and 'Restore' with this. What this will do is; using the Store input will save your currently-equiped abilities to the entities 'memory'. It will record whatever your current powerups where at the time you stored it. It will remember those inside that specific entity (unless you obviously killed it), now when ever you use the Restore input it will give you back your powerups you had when you stored them. 
In laymen's terms, 'Store' - save the powerups, and 'Restore' - give the saved powerups. It can restore as many times as desired. 
Note that this entity is a 'sole' entity, so if you place 2 of these entities, naming them each differently, restoring one will only restore the powerups in that entity, but not the other.
== Keyvalues ==
== Inputs ==
==See also==
*
*List of Dreamball Entities
*Dreamball Level Creation
Category:DreamballCategory:Non-internal entitiesCategory:Point Entities
Db powerup modelchanger

==Entity Description==
Changes the Marble-model via an input. 
==Keyvalues==
*Name
:The name that other entities refer to this entity by.
*New model
:The model in which that Marble shall change to.
*New skin
:The skin of the new model to change to. 
==Inputs==
*AddOutput
:Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. 
:Format: <key> <value> 
:Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)> 
*Fire
: Fires the entity, used for triggering the model switch.
*Fire
: Removes this entity from the world. 
*KillHierarchy
: Removes this entity and all its children from the world. 
==Outputs==
Can fire any outputs to any entity.
==See also==
*Creating a Marble Model Changer
*Dreamball Level Creation
Category:Dreamball