Creating a Bomb Defusal Map: Difference between revisions
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{{ | {{lang|Creating a Bomb Defusal Map}} | ||
| | {{subpage|[[Creating a Classic Counter-Strike Map#Map Requirements]]}} | ||
}} | This page covers only the special requirements for '''Bomb Defusal Scenarios''' in a Classic Competitive map in {{css|4}} and {{csgo|4}}. | ||
In {{cs2|4}}, the concepts are still the same. | |||
For the other map requirements, see [[Creating a Classic Counter-Strike Map#Map Requirements]]. | |||
== | == Map Requirements == | ||
[[File:csgobombsites.jpg|thumb|right|500px|A [[func_bomb_target]] brush, textured with <code>tools/toolstrigger</code>]] | |||
==== Bomb Sites ==== | |||
[[Basic Construction|Create a brush]] textured with <code>tools/toolstrigger</code>, and with it selected, press {{Key|Ctrl}}+{{Key|T}} and change the entity class to '''func_bomb_target'''. | |||
{{main|func_bomb_target}} | |||
If such an entity exists, the game will care about the rest, such as appropriate round endings and giving one Terrorist a [[weapon_c4|C4]] at round start. | |||
Though the official Bomb Defusal maps have two bomb sites, this scenario will also work correctly with just one. If a map has no <code>func_bomb_target</code>, no bomb planting will be possible. | |||
== | ==== Competitive Aspects ==== | ||
* Bomb sites are located closer to the Counter-terrorist's spawn area so that they can get into a defensive position before Terrorists arrive. | |||
* Each bomb site should require two entrances. Mostly, a cover is set up at a bomb site so that a player can watch one entrance while being covered from the other. | |||
* Think about safe planting spots and whether they should (or shouldn't) be there (for a specific direction). | |||
* Remember to eliminate bomb-stuck spots all across the map using wise [[Tool_textures#Clips|clipping]] and [[trigger_bomb_reset]] entities. | |||
* Prevent bomb defusal through walls using [[func_no_defuse]] entities. | |||
{{tip | Place letter [[overlays]] or [[decal]]s around the bomb site so players can find and identify each site.}} | |||
{{tip | The <code>func_bomb_target</code> entity is not visible in-game. Visualize its bounds, such as by using decals on the floor, so that players know where they can plant and where they cannot.<br> | |||
[[File:CssDE BombTarget visualBounds.png|thumb|left|300px|Example of showing bounds]]}} | |||
[[Category:Counter-Strike: Global Offensive]] | |||
[[Category:Counter-Strike: Source]] | |||
[[Category:Level Design]] | |||
[[Category:Tutorials]] |
Latest revision as of 06:46, 27 August 2025
This page covers only the special requirements for Bomb Defusal Scenarios in a Classic Competitive map in Counter-Strike: Source and
Counter-Strike: Global Offensive.
In
Counter-Strike 2, the concepts are still the same.
For the other map requirements, see Creating a Classic Counter-Strike Map#Map Requirements.
Map Requirements
Bomb Sites
Create a brush textured with tools/toolstrigger
, and with it selected, press Ctrl+T and change the entity class to func_bomb_target.
If such an entity exists, the game will care about the rest, such as appropriate round endings and giving one Terrorist a C4 at round start.
Though the official Bomb Defusal maps have two bomb sites, this scenario will also work correctly with just one. If a map has no func_bomb_target
, no bomb planting will be possible.
Competitive Aspects
- Bomb sites are located closer to the Counter-terrorist's spawn area so that they can get into a defensive position before Terrorists arrive.
- Each bomb site should require two entrances. Mostly, a cover is set up at a bomb site so that a player can watch one entrance while being covered from the other.
- Think about safe planting spots and whether they should (or shouldn't) be there (for a specific direction).
- Remember to eliminate bomb-stuck spots all across the map using wise clipping and trigger_bomb_reset entities.
- Prevent bomb defusal through walls using func_no_defuse entities.