Outgun / Documentation / Map format

Outgun map format

This page explains the map file format in Outgun 1.0. The maps are in text format. The server’s maps are located in the directory maps. Apart from empty lines and comments, which are lines that begin with a semicolon ’;’, every line is a command. After a command there are several values, separated by whitespaces.


Map specific commands

P width  [x]
P height [y]

Width and height of the map. P width 4 and P height 3 mean that the map is four rooms wide and three rooms high. These commands are mandatory and they must be before any room, flag and spawn command.

P title  [map title]
P author [map author]

Title and author of the map. These are shown in the map list menu. The title command is mandatory and neither of these can be empty.

S [x] [y]

Scaling factors. This command sets the coordinates so that (0, 0) is the top left corner of the room and (x, y) is the bottom right corner. (x/2, y/2) is the centre point of the room. The default values are 1 and 1.

For example S 16 12 makes room 16 units wide and 12 units high. After that the room coordinates are from (0, 0) to (16, 12).

The V command is a useless version command that has never had any use in any version of Outgun. It should not be used in new maps. Outgun just discards any V line.

Flags and spawn points

flag [team] [roomx] [roomy] [x] [y]

Flag command places a flag of the team in selected room at (x, y). Red flag is 0, blue 1 and wild flag 2. There is no limit of how many flags can be in a map. There doesn’t even need to be any flags. Rememeber though that the wild flags are unusable without red or blue flags. Flags can’t be on walls.

spawn [team] [roomx] [roomy] [x] [y]

Spawn points are the players’ starting points at the start of the round. Spawn points are placed the same way as flags. A map can have any number of spawn points. If there is no spawn point for the team, the players spawn at random positions. Spawn points can’t be on walls.

Room commands

R [x] [y]

Room command sets the active room as room (x, y). The top left room is (0, 0). After this command following walls and ground areas are made in the active room.


Label command starts a group. The following wall and ground commands belong to this group and they can be used by the X command. The group ends only by another label command or end of file. Therefore the groups are at the end of the map file.

X [name] [x1] [y1] [x2] [y2]

X command puts the walls and ground areas in name group to the rooms in a rectangular area between the given coordinates for top left (x1, y1) and bottom right (x2, y2). If x2 and y2 are omitted, the command affects only one room.

Wall and ground commands

With wall and ground commands you can make walls and ground areas of different shapes. W means wall and G ground. Texture is the ID number of the texture. If omitted, the texture ID is 0.

W [x1] [y1] [x2] [y2] [texture]
G [x1] [y1] [x2] [y2] [texture]

This command makes a rectangular area in the active room or group. The first coordinates give the top left corner and the second ones the bottom right.

T W [x1] [y1] [x2] [y2] [x3] [y3] [texture]
T G [x1] [y1] [x2] [y2] [x3] [y3] [texture]

This command makes a triangular area in the active room or group. The coordinates are the points of the triangle.

C W [x] [y] [r1] [r2] [angle1] [angle2] [texture]
C G [x] [y] [r1] [r2] [angle1] [angle2] [texture]

This command makes a circular area in the active room or group. The centre point of the circle is at (x, y). The radius of the circle is r1. These commands are enough to make a simple circle. A ring can be made by setting r2 greater than zero. A part of a ring or a sector can be created by giving the limiting angles which are in degrees. 0 is top of the circle and the angles increase clockwise. If you want to make a full circle with a texture, set both angles to 0.

[Circular wall]


Walls and ground areas may have different textures. At the moment the textures do not affect physics in any way.

Floor textures

IDPurposeFile name
0default floorfloor_normal1.pcx
1alternative floorfloor_normal2.pcx
2alternative floorfloor_normal3.pcx
3red team floorfloor_red.pcx
4blue team floorfloor_blue.pcx

Wall textures

IDPurposeFile name
0default wallwall_normal1.pcx
1alternative wallwall_normal2.pcx
2alternative wallwall_normal3.pcx
3red team wallwall_red.pcx
4blue team wallwall_blue.pcx

Updated 2005-05-21 – Jani Rivinoja