Map Making

## Introduction

When you want to make your own Super Zombie Fortress map, you need to acknowledge the main game elements of the gamemode. There are:

* Weapon Spawns (Regular/Uncommon/Rare/Guaranteed)
* Survivor Spawns
* Zombie Spawns (Optionally Dynamic for Progressive Maps)
* Objectives for Survivors to Complete

Some Extra elements are:

* Guaranteed Tank Spawns [szf\_tankspawn]
* Custom Items (Can be picked up and dropped) [szf\_carry#, have models/triggers attached with Parenting, pickup\_# and pickup\_#\_detect]
* Guaranteed Frenzies [STILL SEARCHING]
* Logic Events

Link to GitHub Site:

Mapping for Super Zombie Fortress

## Hammer Elements

### Weapon Spawns

Weapon Spawns can spawn weapons that can be picked up by *Survivors* based on what class they are and the weapon's class usability. Their range of variety comes from a tierlist of: **Regular, Rare, and Guaranteed**.

#### Regular

Regular Weapon Spawns are entities that spawn *common* weapons (in rare cases, Rare Weapons as well) that can start off as a "use what we've got" pickup. Survivor spawns are primarily recommended to be filled with Regular Weapon Spawns so that Survivors are not stuck with Melee until due discovery.

Regular Weapon Spawns should be placed on the map more frequently but limit it to not too much. Leave a few spots of Rare Weapon Spawns near Regular Weapon Spawns, giving it more variety and distinguishment in weapon spawns.

Their Name should be named *szf\_weapon* and their world model can be anything, as long as it's a notable prop showing that it's a weapon spawn. Their class interval should be *prop\_dynamic* so that it can have more functions.

For infinite weapon spawns, their Name should be *szf\_weapon\_spawn\_missionstart* or *szf\_weapon\_spawn*

#### Uncommon

[MISSING IMAGE] Uncommon Weapon Spawns are entities that spawn slightly more powerful weapons able to be used. (mostly **secondaries and sometimes primaries**) Uncommon Weapon Spawns should be placed in a spot that Survivors find by simply progressing through the map.

Uncommon Weapon Spawns should be placed near a pile of Regular Weapon Spawns, giving it a suitable place for Survivors to pickup.

Their Name should be named *szf\_weapon\_uncommon* and their world model can be anything, as long as it's a notable prop showing that it's a weapon spawn. Their class interval should be *prop\_dynamic* so that it can have more functions.

#### Rare

Rare Weapon Spawns are entities that spawn more powerful weapons able to be used. (mostly **primaries** and **powerful secondaries**) Rare Weapon Spawns should be placed in a spot that Survivors have to reach by progressing or completing an objective so that they will be rewarded.

Rare Weapon Spawns should be placed as either objective rewards or near a pile of Regular Weapon Spawns, giving it a suitable place for Survivors to pickup.

Their Name should be named *szf\_weapon\_rare* and their world model can be anything, as long as it's a notable prop showing that it's a weapon spawn. Their class interval should be *prop\_dynamic* so that it can have more functions.

#### Guaranteed

Guaranteed Weapon Spawns are more rewarding/punishing entities that you can give to Survivors by your will. It is your complete choice to give Survivors a specific weapon you want to distribute, so long as the main goal is to satisfy them with a gun.

You can place them wherever you want by your rules, as the Guaranteed Weapon Spawn is a spawn only for one gun.

Their Name should be named *szf\_weapon\_static* and their world model should be the weapon you want it to be (except melee). Their class interval should be *prop\_dynamic* so that it can have more functions.

For infinite weapon spawns, their Name should be *szf\_weapon\_static\_spawn*

1. ↑ Turtle Attack v6e
2. ↑ Turtle Attack v6e