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:
SurvivorAnimatronic
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.
| Events | Description |
|---|---|
OnStartRound | Called at round start |
OnPostStartRound | Called after animatronics are unfrozen |
OnEndGameKillers | Called towards the end of the round when animatronics win |
OnEndGameSurvivors | Called towards the end of the round when survivors win |
OnTimerCutback | Called when the timer is reduced when the last survivor remains |
