This is a map loader for Bloodthief
Contents:
- Get started making a map
- How to load your map
- How to use TrenchBroom
- More advanced map creation
- Uploading or sharing maps
- Ending notes
To get started making a map, you'll have to start by setting up TrenchBroom. First install TrenchBroom
- First, download the zip called
map_creation_files
. - Then unzip it anywhere
- Then move the
Bloodthief.zip
file to the TrenchBroom game config folder- Windows: C:\Users<username>\AppData\Roaming\TrenchBroom\games
- Linux: ~/.TrenchBroom/games
- Make sure the
Bloodthief
folder is inside thegames
folder, then unzip it - Then open TrenchBroom, click new map, click open preferences, click Bloodthief, set the game path to the same path as where you moved the
Bloodthief.zip
file to. - Create a map with Bloodthief
- All the textures and entities should be loaded
First use the mod loader installer windows linux and install the mod loader
Then download the map creation files
From the original map_creation_files
, move the maps
folder into your Bloodthief game folder that Steam downloaded Bloodthief into.
- You should edit the json file in the
example_map
folder within themaps
folder - Make sure the json file has the same name as the map file
- Rename the files and the folder for the name of your map, if you're making a map pack you can have multiple json and .map files in one folder
- If you're going to share the map prefix the folder name with your username to make sure they end up unique
Once you've done all that you're ready to load up a map file in TrenchBroom
Watch a TrenchBroom tutorial or read the manual to get started
But the basics are you can create shapes and give them textures to make the geometry.
Then for single point entities you drag them in from the side bar, these include enemies and keys.
Then for areas you right click on a piece of geometry, click add brush entites, and whatever you want, for example a checkpoint area.
On the side, for each entity, there key value pairs to edit, for example for a checkpoint area you edit the checkpoint index.
For some more complicated behavior, such as doors, you need a trigger area. Then change the target to the name of what it should trigger. Then a mover, which moves when it gets triggered is the door. Make sure to change the targetname to what you entered for the target.
More details:
- You can use any map format in TrenchBroom (I think), but just stick to valve if unsure
- There is no need to compile it to play the map, just have the map in a folder inside the maps folder, with a json file to accompany it
The file structure should look a bit like this:
- Bloodthief folder
- maps
- <folder name, for this example let's call it "test">
- test.json
- test.map
- <folder name, for this example let's call it "test">
- maps
To allow for custom textures, add them like this in your map folder:
- maps/
- author-Name/
- map.json
- map.map
- textures/
- textureone.png
- ...
- author-Name/
Then for TrenchBroom to realise they exist, add them like so:
- TrenchBroom folder
- games/
- Bloodthief/
- textures/
- author-Name/
- textureone.png
- ...
- author-Name/
- textures/
- Bloodthief/
- games/
Make sure to enable the folder in TrenchBroom. When you are in the face tab, in the texture browser click settings, then enable your folder
Compress your map as a zip file
For someone to play it they will have to unzip it in the maps/
directory in the main Bloodthief directory
To upload it to the mod loader installer, upload the zip to github (or elsewhere). Then edit and create a pull request in this file, update the json file based on your map's information. Some things like the dependencies or tags aren't used yet, but will probably be used in the future.
Once that pull request has been merged the map will be downloadable.
Feel free to help develop the mod loader itself or the mod installer.
Everything that I made is open source so you're free to do whatever, however Blargis's assets are copyrighted by him.