Dreamball:World Maps: SP and Coop
World Maps are the maps in Dreamball that are the themed worlds which is generally the standard mode (i.e. the Ice World, Lava World, etc, but not Orb Hunt!). If you want to make your own maps like these in their own themed worlds then it's pretty simple!
There's no Dreamball-specific entities to use here, just what ever your map desires. Take a look at the "Dreamball Dev Kit/SDK_Content/mapsrc" folder for example maps. You just make your maps with it's geometry and gameplay items, puzzles, etc, however you want! The same as you would in Half-Life 2 maps. So there's nothing entity-wise required (well... apart from the info_player_start!) to work one of these maps, just your imagination for your map building!
However, if you're building one with the same style / design as the official maps then you may want to consider a thing or two:
Ending your maps
If you want to end your maps the same as the official maps, you can use the 2 prefabs:
- "Dreamball Dev Kit\SDK_content\prefabs\gameplay\map_win_setup_SP.vmf" - for singleplayer
- "Dreamball Dev Kit\SDK_content\prefabs\gameplay\map_win_setup_COOP.vmf" - for coop
Looking at the entities they're self explanatory. If your map is going to be for Coop and SP then use the prefabs named accordingly. Note that the entities to end a SP map won't work for Coop, and the same for Coop vice-versa. So you'll need to ship a separate map for both sp_* and coop_* which will be pretty much the same maps (unless you of course wanted extra team-orientated puzzles in Coop, etc) just with the 2 different prefabs. If you don't want to use those prefabs you'll need the one entity to end the map still:
For SP: Use a point_clientcommand entity that takes an input from your ending trigger (or whatever else that can send outputs) command of 'disconnect' to end the map.
For Coop: Use a game_end entity that takes an input from your ending trigger (or whatever else that can send outputs) that looks like this:
Even if you don't want to use the prefabs, you can still look at them for an example if your unsure still.
If your making a string of maps that would sequentially follow each other (like the Lava World) then when using the point_clientcommand instead of using the 'disconnect' command use 'map <nextmapname>' to trigger it to load the next map. Then when you reach the final map of your world then you use the 'disconnect' command. However, if your world of maps is also for Coop you can't use the 'map <nextmapname>' command as it will make the person who triggered it load the next map, but not the server. This is something that you'll usually leave a server to control with their mapcycle.txt. But if your playing these maps with a friend on your own server you can use the nextlevel "<nextmapname< command to override it.