How do I make a deathrun map? (Completely new to mapping)

Shibie

L1: Registered
Aug 22, 2018
3
0
I want to make a Deathrun map, but I'm not sure how to do the buttons and stuff.

And is there a guide on that specifically? And is there a guide on general map making?

Oh, and how do I use models and add custom sounds?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Buttons for deathrun would be a func_button with an OnDamaged or OnPressed output leading to the trap. Models are placed using the entities prop_static, prop_dynamic and prop_physics, depending on the prop.
I'd highly recommend watching UEAKcrash's mapping tutorial series, it covers a lot of the things you'll need for your maps and is fantastic for new mappers
 

Destskelen

L1: Registered
Jul 30, 2018
19
0
1. The format of custom music should be mp3 or wav.

2. Next, you put the file in tf/sound. There you create a folder with any name and put your custom music in the created folder.

3. Put an :entitytool: ambient_generic in your map and in the Sound name choose your custom music.

:cap: For more information, I suggest you watch this video
View: https://www.youtube.com/watch?v=c6akpZrqxqk
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Mar 2, 2018
124
4
Read this if you'r interested in using looping custom sounds and reducing file sizes:

One very useful tip I havne't seen anyone give out yet is wav files compression and looping.
y
ou don't need to pirate / buy goldwave to create loop points.
you can use wavosaur (a free software) to create the loop points and then ADPCM encode the file with the windows AdpcmEncode command line tool which is usually at C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x86 (on my pc) but you can just search for "AdpcmEncode.exe" on your pc and find where it is.
**also if that folder does not exist you might have to download the directx sdk**
To use the command line tool you need to open the command line:
1. Windows Key + R
2. type "cmd" and press enter
3. **optional** if the command line tool is somehow on your other drives type the drive letter and a colon afterwards to change drives, for example if you want to change to D you'd have to type the command "D:"
4. then you wanna go to the folder your AdpcmEncode tool is located, in my case "C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x86" which means I have to type "cd C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x86"
5. now you wanna use the tool with the file you want to encode and an output file as parameters:
AdpcmEncode.exe filedirectory/filename.wav outputfiledirectory/outputfilename.wav
the program will encode the input file (it won't change) and write the result to a new file with the location and name you specified in the second parameter.

Notes:

The Adpcm compression encoding is lossy meaning some of the information in your original audio file will not exist in the output file and the quality will be worse.

The Adpcm encoding does not remove your loop points HOWEVER make sure to create the loop points BEFORE you encode the file because in my case Wavosaur could not load adpcm encoded wav files.
 

henke37

aa
Sep 23, 2011
2,075
515
ADPCM isn't that bad. It operates on individual samples, so no frequency domain stuff. But at the same time, it has a fixed ratio of two samples per byte. So maybe a compression factor of 25 % compared to 16 bit PCM.
 
Mar 2, 2018
124
4
ADPCM isn't that bad. It operates on individual samples, so no frequency domain stuff. But at the same time, it has a fixed ratio of two samples per byte. So maybe a compression factor of 25 % compared to 16 bit PCM.
I believe it’s kind of noticeable but the compression ratio is worth it I guess