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Hammer Reference for Mappers

Fazbear's Hunt can be played on almost any map, however users can make their own maps specifically for our gamemode.

For a good map formula, you should follow these rules:

  • Sufficiently high doorways - Animatronics have an increased hitbox and must be able to run through doorways without issue.
  • Avoid dead ends - The map should not have many dead ends. If a player runs into a room, that room should generally have a second exit, whether a doorway or ventilation.
  • Memorable layout - Map rooms should be unique, with different interiors, lighting, and gameplay elements so both teams can strategize. If the map is monotonous and repetitive, players can easily get lost.
  • Interactive elements - Maps are often attractive to players due to their interactivity. Add mechanical doors that can only be closed from one side, ventilation, trash compactors where survivors can be lured into a trap, generators that turn off lights throughout the building, etc.
  • Gameplay refinement - Some animatronics play well only on open maps, or conversely, only on closed maps. Balance should be maintained: create both open and closed areas on the map so everyone has their place.
  • Animatronic spawns and events - More on this below!

Fazbear's Hunt FGD

For your map, you can use custom entities from our FGD

Here is the full list:

info_player_killer

Animatronics will spawn at this location. You can specify an Animatronic Name, e.g., pill_wchica2, and then a specific animatronic will spawn here, and no other.

info_killer_win

This location is used as the victory position for animatronics upon winning. Springtrap and BEAR5 play their victory dances here.

fh_win_camera

Serves as the camera for info_killer_win, which should be located inside info_killer_win at the animatronic's head height from the ground, facing the same direction as info_killer_win.

Attention

This entity can be omitted, as the game automatically spawns it when missing.

filter_activator_team

Works as a filter for triggers. The trigger will only activate for the team specified in the filter.

In Filter Team Number, specify one of:

  • Survivor
  • Animatronic

func_dissolve

Used for brush surfaces. Any prop passing through this brush will be dissolved.

Important

The trigger will not dissolve a prop if it is being held by an animatronic.

round_director

Allows intercepting round events, such as round start, animatronic unfreeze, a team's victory, and timer reduction.

EventsDescription
OnStartRoundCalled at round start
OnPostStartRoundCalled after animatronics are unfrozen
OnEndGameKillersCalled towards the end of the round when animatronics win
OnEndGameSurvivorsCalled towards the end of the round when survivors win
OnTimerCutbackCalled when the timer is reduced when the last survivor remains