This Guide will go through the basics of mapping for insurgency and will be extended on in time.
======Setting up for Mapping======
I. Installing the Required Tools
You need to tools for this, which are both in the tools tab in steam. Install
- Source SDK
- Source SDK Base
Those are the tools required.
II. Setting Insurgency up for mapping
This part is a little more complicated.
First, open "Hammer Editor." (Make sure at the bottom of Source SDK, 'Engine Version' is set to "Source Engine 2006.")
NOTE: If there is an error like "The configuration file is invalid or missiing." Double click on "Reset Game Configurations."
Configuring Hammer for Insurgency
Once Hammer is open, navigate to Tools > Options.
You should get a menu that looks like this:
This one is already filled out.
Your Configuration should be set to Half-Life 2
eathmatch.
To add Insurgency click edit next to the configuration and add a new configuration. It does not matter what you name it.
Next, you will see "Game Data Files." This is the file that tells hammer what the Insurgency stuff is and all of the information of it. The file you want it called 'Insurgency.fgd' and is located in steam/steamapps/<accountname>/insurgency/insurgency/mapsrc.
Next, you may change the default point entity and the default solid entity to anything you like.
Next is the game executable. This is located in steam/steamapps/<accountname>/insurgency.
Next is the game data files (gameinfo.txt). This is located in steam/steamapps/<accountname>/insurgency/insurgency.
Next is the Hammer VMF directory. You may set this to whatever you like. (I recommend using the mapsrc folder as i have set in the picture above.
Now click on the 'Build Programs.' Set the configuration to Insurgency and fill in the blanks.
Game Executable is in the same folder as above.
the BSP, VIS, and RAD are all located in the steam/steamapps/<accountname>/sourcesdk/bin/ep1/bin and the files are vbsp.exe, vvis.exe and vrad.exe.
For the next blank choose your insurgency map folder.
Save and close hammer and source sdk.
Open Source SDK and you should see 'Insurgency' or what ever name you assigned it. Open hammer with the Insurgency configuration
If it says configuration is invalid or missing make sure you did all of the steps, if it still does not work, post here and I will assist you.
======Your First Map======
First make a new file (File > New or Ctrl+N)
You will some tools on the right or left side of the interface. They all have icons.
The descriptions of the tools say enough.
The white block is a brush tool. This is used for making walls, floors, ceilings etc.
You may select a texture on the opposite side of the interface for the block to have. (You may always change a texture of a entire brush or to just one side of a brush. You can do this by selecting the brown brick.)
Now you have the basic brushes down, click Map > Entity Report > Go To.
Click the top left box, then go to View > 3D Shaded Textured Polygons.
Now have some fun making your brushes.
To make point entities use the white mushroom looking icon.
Spawn Points
You would like some spawn points. Use ins_spawnpoint and rght click the entity and click properties. There you can specify properties of the spawn point. I will add IMC configuration tutorials later to this thread.
I will be updating this thread to include more things, or to improve it overall.
Post here if you have a request and I may add it to this tutorial.
Objectives
To make objectives use the solid class of ins_objective. I recommend using the objective texture for this. In the texture borwser filter for objective or trigger. After you have made your objective place an ins_objmarker inside the objective. Make sure the Unique map ID is the same for the objective and their respective Markers.
Props
To make a prop place an prop_static in the map. Prop_physics you will use to make props that can move such as the barrels in dust2. Prop_dynamic you do not need to worry about. You will also see _override at the end of some prop entitys. Use this to force it to be a physics, or dynamic prop.
Water
Adding water is quite simple. To start make a brush and apply the nodraw texture to all sides of the brush besides the top using the "toggle texture application" tool. Then apply a water texture to the top of the brush you just created. (Filter for water in the texture browser.) Then make the water the class func_water_analog.
Displacements
Displacements are the uneven ground you see in-game. To start, make a brush with any rendered texture. Select the toggle texture application tool and click the brush. Open the displacements tab in the tool and click "Paint Geometry." Set the power to 3 and have fun!
To use this on walls set the axis to the direction you want it to displace. To remove the displacements select the displaced brush and click destroy in the texture application tool, this will get rid of all the displacements on the brush, but not the brush.
Basic IMC
IMC stands for Insurgents Map Configuration. This file will define certain variables in the map such as number of reinforcements and names of the objects. Even what type of game mode the map is running.
The file itself is pretty straight forward. If you can get it to work, click the download link below. This is the IMC for my sunrise map. Change the values in the IMC to fit your maps needs/requirements. Don't feel bad about doing this. I do it with the new maps I make.
Download Sunrise IMC
At this point if you can not get it to work, please send me a pm and I will make an IMC for you.
(This is only basic IMC, I will add more tutorials on more advanced things in the IMC later.)
Tools and Downloads
Pak Rat V. 095
Vmex (Map Decompiler) Vmex may not work will all elements of INS, and I will not be able to help you with this problem.
VTFEdit This is an executable so you will be linked to the original download page.
I will add example maps on request, send me a pm or post.
======Setting up for Mapping======
I. Installing the Required Tools
You need to tools for this, which are both in the tools tab in steam. Install
- Source SDK
- Source SDK Base
Those are the tools required.
II. Setting Insurgency up for mapping
This part is a little more complicated.
First, open "Hammer Editor." (Make sure at the bottom of Source SDK, 'Engine Version' is set to "Source Engine 2006.")
NOTE: If there is an error like "The configuration file is invalid or missiing." Double click on "Reset Game Configurations."
Configuring Hammer for Insurgency
Once Hammer is open, navigate to Tools > Options.
You should get a menu that looks like this:

This one is already filled out.
Your Configuration should be set to Half-Life 2
To add Insurgency click edit next to the configuration and add a new configuration. It does not matter what you name it.
Next, you will see "Game Data Files." This is the file that tells hammer what the Insurgency stuff is and all of the information of it. The file you want it called 'Insurgency.fgd' and is located in steam/steamapps/<accountname>/insurgency/insurgency/mapsrc.
Next, you may change the default point entity and the default solid entity to anything you like.
Next is the game executable. This is located in steam/steamapps/<accountname>/insurgency.
Next is the game data files (gameinfo.txt). This is located in steam/steamapps/<accountname>/insurgency/insurgency.
Next is the Hammer VMF directory. You may set this to whatever you like. (I recommend using the mapsrc folder as i have set in the picture above.
Now click on the 'Build Programs.' Set the configuration to Insurgency and fill in the blanks.
Game Executable is in the same folder as above.
the BSP, VIS, and RAD are all located in the steam/steamapps/<accountname>/sourcesdk/bin/ep1/bin and the files are vbsp.exe, vvis.exe and vrad.exe.
For the next blank choose your insurgency map folder.
Save and close hammer and source sdk.
Open Source SDK and you should see 'Insurgency' or what ever name you assigned it. Open hammer with the Insurgency configuration
If it says configuration is invalid or missing make sure you did all of the steps, if it still does not work, post here and I will assist you.
======Your First Map======
First make a new file (File > New or Ctrl+N)
You will some tools on the right or left side of the interface. They all have icons.
The descriptions of the tools say enough.
The white block is a brush tool. This is used for making walls, floors, ceilings etc.
You may select a texture on the opposite side of the interface for the block to have. (You may always change a texture of a entire brush or to just one side of a brush. You can do this by selecting the brown brick.)
Now you have the basic brushes down, click Map > Entity Report > Go To.
Click the top left box, then go to View > 3D Shaded Textured Polygons.
Now have some fun making your brushes.
To make point entities use the white mushroom looking icon.
Spawn Points
You would like some spawn points. Use ins_spawnpoint and rght click the entity and click properties. There you can specify properties of the spawn point. I will add IMC configuration tutorials later to this thread.
I will be updating this thread to include more things, or to improve it overall.
Post here if you have a request and I may add it to this tutorial.
Objectives
To make objectives use the solid class of ins_objective. I recommend using the objective texture for this. In the texture borwser filter for objective or trigger. After you have made your objective place an ins_objmarker inside the objective. Make sure the Unique map ID is the same for the objective and their respective Markers.
Props
To make a prop place an prop_static in the map. Prop_physics you will use to make props that can move such as the barrels in dust2. Prop_dynamic you do not need to worry about. You will also see _override at the end of some prop entitys. Use this to force it to be a physics, or dynamic prop.
Water
Adding water is quite simple. To start make a brush and apply the nodraw texture to all sides of the brush besides the top using the "toggle texture application" tool. Then apply a water texture to the top of the brush you just created. (Filter for water in the texture browser.) Then make the water the class func_water_analog.
Displacements
Displacements are the uneven ground you see in-game. To start, make a brush with any rendered texture. Select the toggle texture application tool and click the brush. Open the displacements tab in the tool and click "Paint Geometry." Set the power to 3 and have fun!
To use this on walls set the axis to the direction you want it to displace. To remove the displacements select the displaced brush and click destroy in the texture application tool, this will get rid of all the displacements on the brush, but not the brush.
Basic IMC
IMC stands for Insurgents Map Configuration. This file will define certain variables in the map such as number of reinforcements and names of the objects. Even what type of game mode the map is running.
The file itself is pretty straight forward. If you can get it to work, click the download link below. This is the IMC for my sunrise map. Change the values in the IMC to fit your maps needs/requirements. Don't feel bad about doing this. I do it with the new maps I make.
Download Sunrise IMC
At this point if you can not get it to work, please send me a pm and I will make an IMC for you.
(This is only basic IMC, I will add more tutorials on more advanced things in the IMC later.)
Tools and Downloads
Pak Rat V. 095
Vmex (Map Decompiler) Vmex may not work will all elements of INS, and I will not be able to help you with this problem.
VTFEdit This is an executable so you will be linked to the original download page.
I will add example maps on request, send me a pm or post.
Last edited: