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Map Configuration

wootguy edited this page Jun 22, 2026 · 4 revisions

New CVars in this mod for use in map CFG files. For server CVars, see the Server Settings wiki.

CVar Description
custom_ammo Register a custom ammo entity. Takes a path to an ammo config as a parameter. Example: custom_weapon aomdc/ammo_beretta would load the config at weapons/aomdc/ammo_beretta.txt.
custom_ammo_alias Add an alias for an ammo entity registered with custom_ammo. Useful for porting maps that use inconsistent classnames (ammo_gun and ammo_Gun).
custom_weapon Register a custom weapon. Takes a path to a weapon config as a parameter. Example: custom_weapon aomdc/weapon_axe would load the config at weapons/aomdc/weapon_axe.txt. To override the class for a config, add a second parameter. For example, custom_weapon aomdc/weapon_hammer weapon_hammer would register the weapon using the custom class for weapon_hammer instead of the generic weapon_custom_ini. This is used to extend config-based weapons with new server-side logic.
custom_weapon_alias Add an alias for a weapon registered with custom_weapon. Useful for porting maps that use inconsistent classnames (weapon_gun and weapon_Gun).
entity_remap Replaces an entity class with something else. Takes <old_classname> and <new_classname> as parameters. For example, entity_remap weapon_crowbar monster_zombie would replace all crowbar entities with zombies.
hl_weapon_remap Remaps a stock Half-Life weapon to a SevenKewp weapon. Takes <hl_weapon_classname> and <sevenkewp_weapon_classname> as parameters. For example, hl_weapon_remap weapon_9mmhandgun weapon_aom_glock would give a SevenKewp player an AOM glock if they tried to pick up a Half-Life glock.
hud_file Loads a custom HUD file. You can replace or add new HL25-style icon sets here. The file format matches the default hud.txt file. Paths start in "sprites/". Example: hud_file doom/custom_hud.txt
include_cfg Executes another map CFG. For porting large campaigns without duplicating cvars.
mp_bigmap Must be set to 1 for maps that are bigger than the +/-4096 HL grid. Otherwise many effects won't work for HL players. Off by default to save precache slots. bigmap effects don't exactly match the original combat effects. Blood and decals will be disappearing near instantly in areas with lots of action. For SevenKewp players, combat effects look as expected.
mp_blood_color_alien Change the default color for alien blood (engine palette index)
mp_blood_color_human Change the default color for human blood (engine palette index)
mp_blood_scale Change the scale of blood effects
mp_flashlight New value "2" enables opposing force nightvision.
mp_flashlight_charge Multiplier for flashlight charge speed. 1 = 100%
mp_flashlight_drain Multiplier for flashlight drain speed. 1 = 100%
mp_flashlight_size changes the size of the flashlight Dlight effect.
mp_friendlyfire Enables friendly fire.
mp_hud_color Change the default HUD color. Values are 3 digit hex strings (80F = purple).
mp_keep_inventory Works the same as the keep_inventory keyvalue for trigger_changelevel when set to 1. Kept inventory is added in addition to the map default, and health/armor is restored.

When set to 2, the exact state of the player is saved and loaded in the next map. That includes health, armor, active weapon, flashlight battery, and weapon clips. If the player ever dies, their equipment is reset to the map default.
mp_mergemodels Set to 1 to merge most item world models and reduce model precache count.
mp_npcidletalk Set to 0 to disable idle talking in monsters like OP4 grunts and scientists. Reduces precache count.
mp_one_pickup_per_player Disables respawn on all weapons, ammo, and items. Each player can pickup the same item once. Dying and respawning resets the pickup limit for yourself.
mp_max_pvs_corpses Limit the number of corpses in a VIS zone. A corpse that can see more than sv_max_pvs_corpses other corpses from its perspective will despawn some of those corpses.
mp_quakemap Aligns monsters and player corpses to the floor, and disables player ducking. Does not fix living players sinking into the ground. Use with Quake 1 BSPs.
mp_soundvariety Limits sound variety to reduce precache count. 3 = max of 3 sounds per action per monster. 10 is a good starting point to nerf the talking monsters. Then try 3, then 2. 1 will probably be annoying.
mp_startflashlight Sets whether or not to start with a flashlight, and the starting battery level. Examples:
50 = start with 50% battery and a flashlight
0 = start with 0% battery and a flashlight.
-1 = start with 0% battery and NO flashlight.
-51 = start with 50% battery and NO flashlight
mp_use_only_pickups Forces all weapons, ammo, and items to be use-only
mp_weaponhands Sets the default weapon view model hands.
op4 = Opposing Force hands
bshift = Blue Shift hands.
sv_ledgesize How high a ledge can be for a monster to jump down and attack.
sv_stepsize Change how tall a stair can be for players/monsters to step up without jumping.
sv_vis_test_limit limits the amount of tests an entity can run to determine its visibility. This usually makes giant brush models visible everywhere in the map. Sometimes sprites are affected too. This greatly reduces CPU usage in some cases. Try values between 1000-8000 to troubleshoot. Set to 0 to disable.
weapon_hud_file Globally change the default HUD path for a weapon. It works the same as setting a "custom sprite dir" on entities. Example: weapon_hud_file my_map/weapon_shotgun will set the default HUD file for weapon_shotgun to sprites/my_map/weapon_shotgun.txt.

HUD files are downloaded by the client, and the file name must match the weapon classname. So, to update the hud, make a versioned folder, don't just edit the text file nor rename it.

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