Rival Species Mapping Reference
In order to create a map for RS you will need to configure your map editor to use the RS mapping entities. The FGD file for configuring the Valve Hammer editor is included in your RS installtion folder (rspecies.fgd). If you wish to map for RS using another editor you will have to convert the FGD into whatever format your editor requires yourself. Additonaly an FGD file including all the standard half-life entities is available here (74KB, Right click & Save As... or your browser will attempt to view it).
When players connect to a RS server or the round ends players are spawned as a spectator at an info_player_team_st entity . HL multiplayer can handle up to 32 players at once, so you'll need a lot of these. Spectators are invisible and intangible, so they won't distract players in-game.
For each team you want in your map you must include a mission_modifier entity. As well as telling RS what teams are available it also holds all the setting specific to that team, such as what class and weapons are available. Set it's "class shrink" property to 0 will prevent players joining the specified team.
Each team has it's own spawn location enity anything from servo skulls to dreadnaughts can be spawned at these locations, so give them room. Here is a list of which entity to use for which team :
RS has several game modes, but relies on entities placed & configured by you, so they can be mixed and matched. In any game mode after 8 minutes a draw is declared. However you can trigger any ending you want with the rs_roundend entity.
Direct Confrontation (DC game mode)
Direct Confrontation map names start with rs_dc_ . It's a basic team deathmatch mode, once you've done everything that's required in the section above this mode will work.
Capture the Artifact (CA game mode)
Capture the Artifact map names start with rs_ca_ . This is a kind of capture the flag mode for RS. In it's simplest form one team has to capture an item and the other team has to stop them. It is a simple matter to make a map where both teams have to capture the same artifact or where each tem has to capture a different artifact. The artifacts themselves are world artefact entities, you can configure which team is allowed to pick up each entity using it's properties. Picked up artifacts are captured at world_capturelocation entities, you can use this to trigger a rs_roundend for a basic capture the flag round.
Arena (AR game mode)
Arena map names start with rs_ar_ . Arena maps are a bit of fun, offering everyone the chance to get up close and personal. This mode is intended for hand to hand combat only. Setting the "ArenaMode" proprty of mission_modifier to 1 will disable all ranged weapons. Using the weapon shrink properties of the mission_modifer you can limit the weapons available to each class, so players have to get up close for a good look at the mod's great player models and to beat the living crap out of each other.
Area Control (AC game mode)
Area Control map names start with rs_ac_ . Area Control maps are based around a number of strategic locations marked by world_areacontrol entities. As soon as a player touches the world_areacontrol's model (which you will have to specify) the model will change to indicate the team that now control's that location and victory points are awarded. Controlling all the world_areacontrol locations wins the round.
Desrtuction (DE game mode)
Destruction map names start rs_de_ . In this game mode the objective for one or both teams is to destroy a specific structure (such as a generator for example). The target to be destroyed is usualy a func_breakable entity with lots of health, with it's "target on break" property specifying the winning team's rs_roundend entity. This way destruction of the breakable awards the team victory. In order to make the objective a little more difficult you might want to use a multi-source so that multiple objectives have to be destroyed, or you can put the objectve behind a locked door.
You can reward teams to achieving map specific objectives by triggering a rs_victorypoints entity. All entities named "round_start" will be triggered at the start of each round, and all entities named "reset" will be triggered at the end of a round.
The following entities are reset automatically at the start of a round to the status the had when the map loaded :
world_artefact, func_button, func_door, func_breakable, laser_beam, func_wall_toggle, light, trigger_hurt, trigger_relay, trigger_once, func_wall, info_player_team_bt, info_player_team_iw, info_player_team_at, info_player_team_we and multisource
The following standard entities have all been modified so that they can be configured only to activate for members of a specific team using "triggerteamshrink" property :
func_button, func_rot_button, func_door, func_rot_door, func_plat, func_train, func_illusionary, func_mortar_field, func_momentary_door, func_momentary_button, trigger_changelevel, func_ladder, trigger_gravity, trigger_hurt, trigger_multiple, trigger_push, trigger_teleport and trigger_once
Class Shrink Calculator
Calulating class shrink values is a flexible but complicated process for limiting what classes are available to each team. To simplify the process of calculating the class shrink for you I have included this tables. Simply find the table for the team you want check the boxes next to the classes you want to allow (and uncheck the ones you don't) and click the "GO!" button the class shrink value will then be displayed, so you can copy and paste it into entity's property value.
Weapon Shrink Calculator
From version 1100 onwards RS allows you to forbid the use of certian weapons on a map by map and weapon by weapon basis. The weapon shrink calculator works in a similar way to the Class Shrink calculator, however in this case ticking the boxes forbids the use of the weapon rather than allowing it.