Mapbase is a base mod for Source SDK 2013 which expands and improves the toolset available to modders, augmenting other maps and mods for development purposes. Level designers would create their maps based off of this mod and larger mods with their own unique changes would draw from Mapbase's code and assets.

Mapbase includes 60+ new entities (not counting filters or engine ports), hundreds of new I/O/KV (Inputs/Outputs/KeyValues), a custom implementation of VScript, custom shaders, countless fixes, and enhanced FGDs all in one single package.

Mapbase is NOT an improved version of Hammer. Mapbase is a mod for Source 2013 itself and maps using it must be played in Mapbase or a mod running its code in order to function correctly.

Mapbase can be compared to mods like Spirit of Half-Life or even Smod in many ways, but most of Mapbase's changes are quality-of-life improvements that are largely invisible in-game.

External Links
GitHubDiscord NotionVDC
Check out these mods which use Mapbase:
E:Z2RTB:R Map LabsLambdaBuildsE:ZU
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RSS Articles

Mapbase v7.2 released

News

Mapbase Version 7.2



Mapbase v7.2 Release Build

Mapbase Release Build


Changelist:

Game:

- New entity factory manager for custom weapons (contributed by Petercov)
- Add cvar to enable player sprint while holding a prop (contributed by Crimson-X1)
- Add bounding box testing mode to `point_bugbait` (contributed by arbabf)
- Fix captions not loading from VPKs and certain directories (contributed by Petercov)
- Fix delayed closed captions appearing in the wrong order (contributed by Petercov)
- Fix HL1 style lip sync (contributed by Petercov)
- Properly assign held physcannon entity to pass into commander goal trace (contributed by Agent Agrimar)
- Fix ViewPunch random for AR2 (contributed by Mr0maks)
- Fix typo in `logic_branch` removal signal for `logic_branch_listener`
- New grenade throw AI hint for certain NPCs
- Fix `ai_relationship_classify` applying before default relationships loaded and not working properly after loading save
- Fix `CBaseEntity::CanBeHitByMeleeAttack()` not blocking damage from `CTraceFilterMelee`
- Fix `game_text` and `logic_format` not functioning properly on Linux
- Add extra trace to `npc_create` for NPCs which should use bbox instead
- Fix unarmed citizens not picking up weapons from racks
- Add optional upwards viewkick to HL2 `weapon_pistol`
- Add new VScript and particle animation events
- Add `OnScriptEvent` outputs to `ai_hint`
- Add new dynamic interaction keyvalues and utilities
- Fix dynamic interaction problems caused by walkframe sequence movement
- Fix various issues with HL2 NPCs performing dynamic interactions
- Add new response concepts (including some Alyx concepts) for all companion NPCs
- Add additional enemy criteria to NPC speech
- Add `func_tank` behavior criteria
- Fix `CNPC_BaseZombie::HeadcrabFits()` and blood impacts not working with serverside ragdolls
- Fix `AE_ZOMBIE_POPHEADCRAB` using inaccurate headcrab release position
- Add cvar to prevent zombies from flinching during actbusies and scripted sequences
- Add better circumstantial criteria to followup responses

VScript:

- Add support for `game_text` and `vgui_text_display` to use fonts created by VScript VGUI (contributed by samisalreadytaken)
- Add recursive KV read/write on `CScriptKeyValues` (contributed by samisalreadytaken)
- Enable parenting to clientside HUD viewport (contributed by samisalreadytaken)
- Fix case sensitivity of panel classname and panel callback inputs (contributed by samisalreadytaken)
- Fix script fonts not being reloaded when no panel parented to the root was created (contributed by samisalreadytaken)
- Fix image rotation in `vgui::ImagePanel` (contributed by samisalreadytaken)
- Change vscript net message header size to 4 bytes from 2 bytes (contributed by samisalreadytaken)
- Disable vscript entity listeners on level shutdown (contributed by samisalreadytaken)
- Fix `mapspawn_addon` not loading from VPKs
- Fix clientside `C_BaseCombatCharacter` hierarchy
- New `Get`/`SetGroundEntity` and `Get`/`SetModelScale` functions for `CBaseEntity`
- New `SetClassRelationship` function for `CBaseCombatCharacter`
- Fix custom procedural crash
- Add command line parameter to allow VScript file read paths with dot slashes
- Fix `weapon_custom_scripted` hook calls and `ItemPreFrame` base call (contributed by samisalreadytaken)
- Add `Panel::RemoveTickSignal()` (contributed by samisalreadytaken)
- Move `CNPC_Citizen::IsMedic()` to `CAI_BaseNPC` (contributed by samisalreadytaken)
- Fix `CBaseEntity::ScriptGetKeyValue()` returning cached string on invalid input (contributed by samisalreadytaken)

Source Code:

- Fix warnings about conversions between `soundlevel_t` and `float` (contributed by Mechami)
- Fix syntax mistakes causing warning messages on certain compilers
- Various comment changes


This update comes almost exactly 16 months after Mapbase v7.1, and it mainly focuses on contributions and other changes which have queued up in that time. This includes a lot of fixes for long-standing bugs in Mapbase as well as stock Source 2013, as well as a few new features with interesting use cases.

Click on the button below to find out more about what this update entails:


Mapbase v7.1 released

Mapbase v7.1 released

News

Mapbase's v7.1 update has been released. This update primarily focuses on VScript VGUI, Linux support, and bug fixes.

Mapbase v7.0 released

Mapbase v7.0 released

News

Mapbase's v7.0 update has been released. This update focuses on new NPC animations, some big Alien Swarm SDK ports, changes to developer commentary mode...

Mapbase v7.0 open beta

Mapbase v7.0 open beta

News 2 comments

A public open beta for Mapbase v7.0 has begun. This article will explain why we're doing this and how to take part in it.

Mapbase v6.3 released

Mapbase v6.3 released

News

Mapbase's v6.3 update has been released. This update heavily involves video playback improvements, VGui text, VScript convars/commands, and quality-of-life...

RSS Files
Mapbase Release Build

Mapbase Release Build

Full Version 12 comments

This build includes the main 3 folders involved in Mapbase and a README.txt with instructions.

Mapbase Beta Build

Mapbase Beta Build

Full Version

This build contains the upcoming Mapbase release for testing purposes. Use the "Mapbase Release Build" instead for the latest stable release. Includes...

Mapbase VScript Samples

Mapbase VScript Samples

SDK

Sample scripts which demonstrate how VScript can be used in Mapbase.

Mapbase VScript Beta Build

Mapbase VScript Beta Build

Full Version

This build is a version of the release build which contains Mapbase's experimental VScript support. Please report any issues to the comments of this file...

Mapbase Compile Tools

Mapbase Compile Tools

Mapping Tool 6 comments

Custom map compilation tools (vbsp, vvis, vrad) needed to compile Mapbase maps. Slammin' Source works as well.

Mapbase Multi-Tool

Mapbase Multi-Tool

Installer Tool

A special, experimental tool used for miscellaneous Mapbase tasks, like creating tool shortcuts or converting VMT files to the new shaders.

Post comment Comments  (30 - 40 of 64)
ertup9
ertup9 - - 25 comments

Will there be support for functions from Mapbase in gmod?

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Blixibon Creator
Blixibon - - 31 comments

Probably not. Some of them could be recreated in Lua, but not all of them.

Reply Good karma+1 vote
Koishi_Komeiji_1984
Koishi_Komeiji_1984 - - 59 comments

Now I have a question:will you add localization support for env_instructor_hint?because
I want to use other languages in it, not only English

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Blixibon Creator
Blixibon - - 31 comments

It already has localization support. You can use localization tokens in env_instructor_hint's caption instead of just raw text. You can even have map-specific localization files.

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Koishi_Komeiji_1984
Koishi_Komeiji_1984 - - 59 comments

will you try to fix vgui_screen's crash problem?

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red-bear
red-bear - - 57 comments

Mapbase compilers are asking for filesystem_steam.dll
Is it normal? I've placed them in mapbased_shared/shared_misc/bin folder.
What should I do to fix that?

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Blixibon Creator
Blixibon - - 31 comments

The compilers should be placed in either Half-Life 2 or Source SDK Base 2013 Singleplayer's bin directories. Basically just adjacent to where hammer.exe is.

If you do not want to replace the default compilers, you can rename Mapbase's compilers and change the configuration to use their new names.

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red-bear
red-bear - - 57 comments

Thank you, I did just this and it worked. It was a habit from Xash to put compilers in separate folder with all the utility programs. Steam gets things complicated, unfortunately.

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3037
3037 - - 506 comments

Can authors please add support of c_ hands ?

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wTrace3zh
wTrace3zh - - 3 comments

I cannot use map_edit, the game will return to the main menu soon after I type in the console
Is this a bug?

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