Super Zombie Fortress How to map for SZF: Guide


I'm my own master now
Currently WIP.

Super Zombie Fortress is one of our newest additions, and even though it's technically old, not a lot of people know how to map for it, which is understandable. This guide will tell you the basics on how to make a SZF map, telling you all the necessary entities to place. This guide assumes you know how to use Hammer Editor at a basic level, so please, don't ask basic things in this thread.

1) Weapons:
Guns in SZF come in three varieties: the spawn weapons, the weapons outside of spawn and static weapons. These are, actually, prop_dynamic entities with specific names given to them so they can be used in the gamemode.
In order to make a weapon grabbable for the mode, you have to place a prop_dynamic entity, and give it the c_shotgun model (models/weapons/c_models/c_shotgun/c_shotgun.mdl), but technically any model with a physics mesh will do. It is recommended that any collision-related variable is left by default. Then, you need to give it an specific name to make them work. These are:
  • szf_weapon_spawn: these weapons won't go away after being picked up or being replaced.
    • These weapons will never be rare.
  • szf_weapon: these weapons will go away after being picked up.
    • These weapons have a chance to be rare.
  • szf_weapon_static: works similary to szf_weapon, but you can make almost any TF2 weapon spawn as long as you assign it the appropiate model, which is always c_models.
    • Almost always used for rare weapons, but they don't have to be.
  • szf_weapon_rare: these weapons will always be rare as long as the gamemode's rare weapon cap per round (as of writing this, 12) has not been reached.
Here's an example of a prop_dynamic with all the criteria I mentioned:

It doesn't matter that the same name is used for multiple prop_dynamic entities. The mode will assign them different weapons to pick up for survivors, and their orientation in the world will also be mimicked.

2) Pickups:
Another neat addition in SZF is the ability to pickup certain items similar to HL2/L4D. This means you can grab certain items that may aid you during gameplay, or necessary items for a scavenge map.
These entities need to be prop_physics and should have a name like szf_carry or szf_pick, these items will be able to be carried in the gamemode.

One obvious use for these items are scavenge maps: basically, survivors look for key items and place an specific number of them in a certain spot in order to win. Since explaining how these maps work would require some time, here's an example file for scavenge maps you can use, including an explanation on how it works.

There's multiple uses for these items, apart from scavenge items: you can make a grabbable key made to open doors, make a keyblade to slice zombies, etcetera. It's up to you on what kind of item you want to make with this system.

3) Control Points:
Control Points should be placed through the map route in order to give an idea for survivors on where to go. Oftentimes the CPs cannot be blocked by zombies (except for the first CP) through the use of filters (explained below), but you may change this as you wish. It is your map, after all.

3.1) How to make the CP unblockable by Zombies:
1) Make a filter (filter_activator_tfteam) for the RED team. The filter mode should be "Allow entities that match criteria", and you should give it a descriptive name (in my case, redfilter).

You can also make it the other way around: make a filter for the BLU team, and make its filter mode "Disallow entities that match criteria".

2) Open the properties of the trigger_capture_area of your CP, disable SmartEdit (click on it), then click Add.
The "key" will be "filtername" and the value will be the name of our filter (in this case, "redfilter") Don't forget to apply these changes and save your map.

3) The CP will filter out BLUs from this point onward in all cases.

4) Survival Mode:
With the most recent update, official support for survival maps has been added. You can enable "Survival Mode" on your map by placing an info_target called szf_survivalmode into your map. Activating "Survival Mode" in a map will perform a few changes to the gamemode, mostly specific balance changes:
  • Survivors will always have 2 health regeneration, this means that morale will not boost health regeneration.
  • Damage is tweaked based on Zombie to Survivor ratio.
  • Random tank and zombie rage events will never happen.

Hope this guide helped!
Last edited by a moderator:

Lvl. 100 Spycrab

name paint guru
I didn't expect to have basically nothing to change from older szf maps other than getting rid of the info_target that isn't needed anymore.


Mexico North Mexisyrup
Server Moderator
This should be stickied or moved to a Template section of sorts