Base Defense is a single/cooperative modification based on horde-style and RPG systems. It's awesome, you should try it ;)

Description

No documentation. No source code. It contains tomb.jmf, tomb.wad and bdef.fgd files. I had an idea to post some mapping tutorial for Base Defense, but Trempler gave me a better idea: post a map source. So now you can see how all the things work in Base Defense. How to create a boss area, shops, jukebox, random boxes, barricades and much more. Mapping tutorial still has a chance to appear, but it has to be written, needs time.

Preview
Base Defense Little SDK
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Biomechannibal
Biomechannibal - - 66 comments

Very nice, lots of mappers have been asking for this, and it's exactly how I learned. I haven't went back to work yet because, after this many years, my HL installation is kind of a joke. I need to make a fresh one, but using those discs on Windows 10...it's a nightmare. I'm considering just buying the Steam Copy in order to continue.

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PLut_RU Author
PLut_RU - - 655 comments

Yup, it's Christmas sale on steam, we have 75% price off for HL in my country. You will be able to find servers for Base Defense right in Steam server browser ;)

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Biomechannibal
Biomechannibal - - 66 comments

See now that's what I'm talking about. The Half-Life series is 75% off here too. Just to be sure, it's for Half-Life original edition; no upgrades have been made to bring it to Half-Life: Source, right?

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PLut_RU Author
PLut_RU - - 655 comments

Yes, original HL, Source is another engine.

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Biomechannibal
Biomechannibal - - 66 comments

Alright, that's what I thought, just wanted to be sure not to get the wrong copy.

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Biomechannibal
Biomechannibal - - 66 comments

Ok, So I got a Steam Half-Life Installation, I've ported all my files over, slapped Hammer around until it understood, and finally sat down to look at that Tomb.rmf Tutorial Map. I understand all of it, love all the little changes to the entities (not to mention having proper entities), but I have one question. What do the bits of 'info_intermission' coding do?

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PLut_RU Author
PLut_RU - - 655 comments

Intermission entities are for cameras when player connects. You need to use info_intermission (view origin) and make his target info_target (view angle), so players will see the view of the map when they connect, instead of view of player spawn spot.

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Biomechannibal
Biomechannibal - - 66 comments

Oooooh! Thank you, that was the only mystery plaguing me. At first I was concerned that it would take a lot of work to convert my map over to the new version, but it all looks pretty straight forward. Mainly I have to design a boss room beyond the portal in the Xen temple. But then, that was always the plan... ;D

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Biomechannibal
Biomechannibal - - 66 comments

Just thought of a second question; is the wave-spawn 'multi-manager' no longer necessary?

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PLut_RU Author
PLut_RU - - 655 comments

Yeah, it can be deleted or you can name it as game_wavebegin and it will trigger its targets every time when wave begins. I don't really remember why I needed multimanager then.

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Biomechannibal
Biomechannibal - - 66 comments

Ok, sweet that solves my problem, I can leave it and let it count the waves. I finally fixed that pesky tripmine model, and I was wondering; what did you name the SMG in the model files? The '9mmAR.mdl' seems to point to the M4 (wall guns are incorrect in my map).

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PLut_RU Author
PLut_RU - - 655 comments

You can take the right model from p_9mmar.mdl. M4 is p_m4.mdl. I guess you're using w_ models from HL, but bdef doesn't have any w_ models, they are in random boxes or in p_ models.

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Biomechannibal
Biomechannibal - - 66 comments

Yeah that the biggest problem. All weapons in Base Defense ues the 'Player' models as a reference. That's the way the tripmine has always worked in half-life, and not having a proper 'w_tripmine.mdl' has beed a drag. That's why my mines at the buy points look like crap. I had to use a stand in. But I found a model for the SMG online. It uses the original MP5 low-poly model, but re-textures it a little to have a few more details. Fits the bill nicely.

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Biomechannibal
Biomechannibal - - 66 comments

I just found a discrepancy while editing my map. The BDef.fgd does not contain a 'monster_pantagruel' entity. I noticed when I entered my cave and there was a huge blue Garg staring me down instead of the usual smaller green one. I fixed it by editing the 'monster_gargantua' entity name to be 'monster_pantagruel'. Just thought you might want to know.

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PLut_RU Author
PLut_RU - - 655 comments

Thanks, I will fix it!

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Biomechannibal
Biomechannibal - - 66 comments

Ok, the first draft of my boss room is nearing completion, but I haven't actually killed him in-game yet, and so I must ask; Does killing the Gargantua end the level?

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PLut_RU Author
PLut_RU - - 655 comments

Nope :)

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Biomechannibal
Biomechannibal - - 66 comments

Ok, and also, will there be more boss types in the future? Like Gonarchs, or maybe you could use Nihilanth's enemy coding and up-scale a Controller model 3x-5x? Perhaps call him the "Hivemind" or "Unimind".

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PLut_RU Author
PLut_RU - - 655 comments

Maybe. Not sure.

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Biomechannibal
Biomechannibal - - 66 comments

What exactly does the 'trigger_bossarea' do? Like, does it cause an action on the Gargantua's death, or does it just define the area of the boss room?

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PLut_RU Author
PLut_RU - - 655 comments

Counts players in boss fighting area to give them loot and also to reset the whole boss system if all players in boss area die.

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Biomechannibal
Biomechannibal - - 66 comments

Ah, that explains him dying when I die. Is there any way to make him "target on death"; I'd like to make it so that the exit only appears if you defeat him. Oh, but then he would also target the entity when the player fails, because it will cause the boss to die too... Hm, I will have to think of another way.

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PLut_RU Author
PLut_RU - - 655 comments

Tomb map has it all :) Look at boss room, it has doors closing/opening depending on boss alive/dead.

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Biomechannibal
Biomechannibal - - 66 comments

I did look, but my final conclusion is that I either can't find part of the coding, or the door MUST be name "trap-door" which would be a pain because it would mean editing a whole set of entities in my map because I already used that target name elsewhere long ago. I'll look again using the entity list to see if I missed something.

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PLut_RU Author
PLut_RU - - 655 comments

Just took a look. There's a mistake, monstermaker in bdef works a bit different way, it activates target not on release (it said like it does in FGD), but on monster death. So, you should use "Target On Release" and it will work as "Target On Death". Will fix this in FGD update ;)

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Biomechannibal
Biomechannibal - - 66 comments

Ah, ok. I was thinking something was up, 'cause I looked at all the entities and couldn't see how the door was opening back up afterwards. This helps a lot, thank you.

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ultracloud
ultracloud - - 7 comments

I downloaded this... but i don't know how to make a map with the files:tomb.rmf, tomb.wad and bdef.fgd

and where is the tutorial?

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PLut_RU Author
PLut_RU - - 655 comments

This is pack for people who know how to use Valve Hammer Editor. Learn Half-Life mapping basics, then you will be able to make a map for Base Defense.

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Grandlovania
Grandlovania - - 3 comments

Will you one day release the source code?

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