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| {{otherlang2 | | {{lang|Creating a Bomb Defusal Map}} |
| |ru=Creating a Bomb Defusal Map:ru | | {{subpage|[[Creating a Classic Counter-Strike Map#Map Requirements]]}} |
| |pl=Creating a Bomb Defusal Map:pl | | This page covers only the special requirements for '''Bomb Defusal Scenarios''' in a Classic Competitive map in {{css|4}} and {{csgo|4}}. |
| |zh-cn=Creating a Bomb Defusal Map:zh-cn
| | In {{cs2|4}}, the concepts are still the same. |
| }} | |
| {{warning|Languages pages outdated}} | |
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| '''Bomb Defusal''' scenarios are played in the Classic Competitive and Casual gamemodes. Players earn money by winning rounds, getting kills, and by planting or defusing the bomb. They can purchase weapons and equipment at the beginning of each round.
| | For the other map requirements, see [[Creating a Classic Counter-Strike Map#Map Requirements]]. |
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| Bomb Defusal maps require spawn points and buy zones for each team, and at least one bomb site, but usually 2- '''A''' and '''B'''.
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| Additionally, Bomb Defusal maps use the <code>de_</code> prefix in their file name- for example, Dust 2 is named <code>de_dust2</code>.
| | == 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. |
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| [[image:csgobuyzones.jpg|thumb|400px|Spawn points and buy zones]]
| | 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. |
| ==Spawn Rooms==
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| [[info_player_counterterrorist]] and [[info_player_terrorist]] entities are used to spawn separate teams at the start of each round. The spawn room houses the buy zone and spawn points for each team. They are placed opposite each-other and should be hidden from each sides view.
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| ==== Spawn Points ==== | | ==== Competitive Aspects ==== |
| The spawn points can sometimes severely impact map balance and can make choke points(meeting points) very engaging. In competitive environments random spawns may not be desirable to some players, but can work on some maps like, on Dust 2 T side.
| | * 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]]}} |
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| The Casual game mode is 10 vs. 10 on official servers, but it is a good idea to include 16 spawn points for each team, to work smoothly with 32 player servers.
| | [[Category:Counter-Strike: Global Offensive]] |
| <br>
| | [[Category:Counter-Strike: Source]] |
| In Classic Competitive, there are only 5 players on each team. Timings to bomb sites are very important in defuse maps. If you make five spawns with the <code>Spawn Number (int)</code> value 0 and others with the value 1; ''Smaller numbers are used before larger numbers.''
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| For example, you might have 5 spawn points set to priority 0, and set the remaining spawn points to priority 1. The 5 spawns set to 0 will be the only spawn points used in Classic Competitive matches.
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| ==== Buyzones ====
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| Create a brush around the spawn points for each team, and texture it with the <code>tools/toolstrigger</code> texture. Now select the brush, and press {{key|Ctrl}}+{{key|T}} to tie it to an entity. Change the entity class to [[func_buyzone]]. Open the entity properties, and set the <code>Team Number</code> property- this decides which teams are allowed to use the buy zone.
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| [[image:csgobombsites.jpg|thumb|right|350px|A [[func_bomb_target]] brush, textured with <code>tools/toolstrigger</code>]]
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| ==Bomb sites==
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| Make a brush textured with <code>tools/toolstrigger</code>, and with it selected, press {{Key|Ctrl}}+{{Key|T}} and change the entity to [[func_bomb_target]].
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| {{note|The property <code>Heist Mode bomb Target</code> is an unused value and should be ignored.}}
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| The bombsites are assigned as A and B in the order the [[func_bomb_target]] entities were created. Though the official Bomb Defusal maps have two bomb sites, the game will work correctly with just one, though this is only recommended for a map in testing stages.
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| {{note|Place letter overlays around the bomb site so players can identify each site.}}
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| Bomb sites are placed close Counter-Terrorists so that CTs can get into a defensive position without Terrorists planting the bomb. Each site should require two entrances; most cover is set up so that you can watch one entrance while being covered from the other.
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| ==de_ prefix==
| | [[Category:Level Design]] |
| Though your Bomb Defusal map will work correctly with any prefix (or with none at all), using the <code>de_</code> prefix allows the game to correctly identity the type of map as a 'Bomb Scenario Mission' during loading screens, if your [[mapname.txt(CSGO)|mapname.txt]] is configured correctly.
| | [[Category:Tutorials]] |
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| For example, Dust 2 uses the file name <code>de_dust2</code>.
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| ==See also==
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| * [[Choosing Player Models]]
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| * [[Creating a working mini-map]]
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| * [[Navigation Meshes]]
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| * [[CSGO Map Publish Tool|Publishing Your Map to the Steam Workshop]]
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| [[Category:Counter-Strike: Global Offensive]] | |
| [[Category:Level Design Tutorials]] | |
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.
Tip: Place letter overlays or decals around the bomb site so players can find and identify each site.
Tip: The func_bomb_target
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.
Example of showing bounds