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Grimwar/Getting started

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Revision as of 12:29, 4 October 2026 by DocumentationBot (talk | contribs) (Clarify custom content navigation and standardize asset examples)
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Install the Grimwar SDK, then choose a small first project.

A first map

  1. Open Vertex from VSDK and save a map as arena_mycustommap.vertex in your own source folder.
  2. Draw a floor and a few walls. Apply a material from the Grimwar catalog.
  3. Add info_player_spawn points for Order and Union. Keep them above the floor with room to stand.
  4. For a first King of the Hill test, add a neutral game_capture_point.
  5. Open Build, choose Preview and your platform, then Play in Game.
  6. In Grimwar, host the map with Local access and test movement, spawns, and the capture point.

Continue with Mapping for map naming, entities, thumbnails, and Release builds. Vertex/Editing covers the editor controls.

A custom sound

Open Map → Content…, choose Sound, and import a WAV, Ogg Vorbis, or MP3 file. Select an appropriate playback type, then assign it to an env_ambient entity's Custom Cue. Build and play the map to hear it.

Grimwar/Custom content explains looping sounds, reusable packs, dependencies, and using the same media from a VMod.

A server mod

In VSDK, select VMod and Create…. Edit the generated source, validate it, then build and playtest. A script-only VMod does not need Unity. Follow Grimwar/VMod for a working command example and map-bound scripts.

Share your work

Keep the editable source. Distribute the generated add-on folder, or build Release and publish it through Grimwar's Addons screen. See Workshop publishing.