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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| {{warning|Languages pages outdated}} | |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''' is a scenario for maps that are played with the Classic game modes of {{game link|Counter-Strike: Source}} and {{game link|Counter-Strike: Global Offensive}}.
| | For the other map requirements, see [[Creating a Classic Counter-Strike Map#Map Requirements]]. |
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| This site covers the requirements for a map for this scenario: spawn points and buy zones for each team, and at least one bomb site, but usually two: '''A''' and '''B'''.
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| {{Note | {{csgo}} Bomb Defusal is also played in Casual, [[Creating a Wingman Map|Wingman]], Weapon Expert, [[Creating a Arsenal: Demolition Map|Demolition]] and [[Creating a Guardian Scenario Map|Guardian]], each with certain deviations from the following game mode description. ''See also: [[CSGO Game Mode Commands|CS:GO Game Mode Commands]].''}}
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| {{Note | Bomb Defusal maps use the <code>de_</code> prefix in their file name. For example, Dust 2 is named <code>de_dust2.[[bsp]]</code>.}}
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| == Scenario Description ==
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| Officially, the classic game modes play as follows:
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| * {{csgo}} Before match start, there is a warmup period with player respawns. For warmup arenas, see [[Setting up 1v1 Warmup Arenas]].
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| * At the beginning of each round, the [[player]]s spawn at a spawn point of their team. Each round starts with a freezetime where players can neither move nor shoot. Its duration in seconds is set with the [[ConVar]] <code>mp_freezetime</code>.
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| * During the freezetime, the players can purchase weapons and equipment.
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| * After the freezetime, players can move and shoot. Round-ending objectives are bomb explosion, bomb defusal, elimination and timeout. More precisely: Terrorists must plant a bomb ([[weapon_c4]]) at a bomb site ([[func_bomb_target]]) and wait for it to explode, Counter-Terrorists must stop them from doing so.
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| * All players are notified if a ''bomb has been planted''.
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| * Players earn money by winning/losing rounds, getting kills, and by planting or defusing the bomb.
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| == 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. |
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| ==== Spawn Points ====
| | 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. |
| [[image:csgobuyzones.jpg|thumb|350px|Spawn points and buy zones]]
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| [[Info_player_counterterrorist]] and [[info_player_terrorist]] entities are used by default to spawn the [[player]]s of separate teams at the start of each round. Per round, each entity spawns at most one player.
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| The spawn areas are usually placed opposite each other on the map and should not be visible to each other.
| | ==== 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]]}} |
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| In Classic Competitive, there are only 5 [[player]]s on each team.
| | [[Category:Counter-Strike: Global Offensive]] |
| {{csgo}} In Classic Casual [[game mode]], there are up to 10 players on each team.
| | [[Category:Counter-Strike: Source]] |
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| {{Note | Keep spawn point entities away from each other, away from any solid things around it and 16 units above the ground.}}
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| {{Note | The player width is 32 units, even if [[Hammer]] shows different [[dimensions]] for a player spawn entity!}}
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| {{Tip | It is a good idea to include 16 spawn points for each team, to work with 32 player servers.}}
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| {{Tip |
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| {{csgo}} You can use the <code>Spawn Priority (int)</code> keyvalue (<code>priority</code>) of spawn point entities to determine the order in which they are used to spawn players. ''Smaller numbers are used before larger numbers''.
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| For example, you might have 5 spawn points with priority 0, and the remaining ones with priority 1. The 5 spawns set to 0 will be the only spawn points used in Classic Competitive matches.
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| }}
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| {{Warning |
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| The number of [[info_player_terrorist]] entities on a map is also the maximum number of players on the Terrorist's team. The same applies to [[info_player_counterterrorist]] entities and the Counter-Terrorist's team. This can cause ''Team is full'' errors when joining a team.
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| }}
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| ==== Buyzones ====
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| [[Basic Construction|Create a brush]] so that all spawn points of a team are touching it, 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 (int)</code> keyvalue (<code>TeamNum</code>) to the appropriate team. This decides which teams are able to open the buy menu while touching the previously created trigger volume.
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| Do this for the spawn areas of both teams.
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| ==== Bomb sites ====
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| [[image:csgobombsites.jpg|thumb|right|350px|A [[func_bomb_target]] brush, textured with <code>tools/toolstrigger</code>]] | |
| [[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]].
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| Though the official Bomb Defusal maps have two bomb sites, the game mode will work correctly with just one. If a map has no [[func_bomb_target]], no bomb planting is possible by default.
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| {{Note | The <code>Heist Mode bomb Target</code> keyvalue (<code>heistbomb</code>) is an unused value and should be ignored.}}
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| {{Note |
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| The bombsites are assigned '''A''' and '''B''' in the order in which their brush(es) were tied to an entity (!).
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| The order in which their classname is changed to [[func_bomb_target]] does not affect the labelling!
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| To swap '''A''' and '''B''', move both [[func_bomb_target]]s to the world by selecting them and pressing {{Key|Crtl}} + {{Key|Shift}} + {{Key|W}} and then tieing the brush(es) for '''A''' to an entity using {{Key|Ctrl}} + {{Key|T}}. After that, do the same for '''B'''. Change the entity class for both of them.
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| }}
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| {{Placement Tip | Place letter [[overlays]] or [[decal]]s around the bomb site so players can find and identify each site.}}
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| ==== Balance ====
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| * As the timings to bomb sites are very important in defuse maps, the spawn point placement can severely impact map balance and can make choke points (meeting points) very engaging.
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| * In competitive environments random spawns may not be desirable to some players, but can work on some maps. For example, [[player]]s on the Terrorist's team on ''de_dust2'' can have a good spawn for ''B'' or for ''A long''.
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| * Bomb sites are located closer to the Counter-Terrorist's spawn area so that they can get into a defensive position before Terrorists arrive.
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| {{Placement Tip | Each bomb site should require two entrances; Mostly, cover is set up at a bomb site so that a player can watch one entrance while being covered from the other.}}
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| == mapname.txt ==
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| [[Image:Css_mapname_txt_assault.jpg|thumb|500px|{{css}} The plain text in the file <code>cstrike/maps/cs_assault.txt</code> is shown before players choose a team.]]
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| [[image:csgoloadscreen.jpeg|thumb|500px|{{csgo}} An edited loading screen. The content of the file <code>csgo/maps/de_testingmap.txt</code> is:
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| <source>
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| RULESHERE
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| <font color='#727272'>This is an example for the Valve Developer Community</font><font color='#ff9844'> Colored Text! </font>
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| </source>
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| ]] | |
| You can ship the file <code><game>/maps/<mapname>.txt</code> with your map to display custom text for that map.
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| {{css}} The text in that file is displayed as plain text in the UI when choosing a team. See the screenshot on the right.
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| {{csgo}} The text in that file is displayed in the loading screen. The HTML tag <code><nowiki><font color='#FFFFFF'>...</font></nowiki></code> can be used for colors. Also, the following formats can be used:
| | [[Category:Level Design]] |
| | | [[Category:Tutorials]] |
| {| class="standard-table"
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| |+ CS:GO Loading screen texts for a ''de_'' map
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| ! <mapname>.txt content
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| ! Result (English)
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| |-
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| | <source>COMMUNITYMAPCREDITS:
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| any other text</source>
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| | Bomb Scenario Mission<br><br>''#SFUI_Rules_<gamemode>_Loading''<br><br><font color='#727272'>A community map created by:</font><br><font color='#ff9844'>any other text</font>
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| |-
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| | <source>RULESHERE
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| any other text</source>
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| | Bomb Scenario Mission<br><br>''#SFUI_Rules_<gamemode>_Loading''<br><br>any other text
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| |-
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| | <source>any other text</source>
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| | Loading...any other text
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| |-
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| | ''none''
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| | YOUR TEXT FILE IS BLANK!<br><br>If you intend for this space to be blank, open up '<font color='#72b4d0'><mapname>.txt</font>', enter a single space and save the file.
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| |}
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| {{Note |
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| * The ''#SFUI_Rules_<gamemode>_Loading'' mentioned in the table is actually a language and [[game mode]] specific string which is looked up from the text file <code>csgo/resource/csgo_<language>.txt</code>. On the screenshot on the right it is the string "''Buy new weapons [...] Best out of 15 rounds''".
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| * The text "Bomb Scenario Mission" is generated from the map prefix ''"de_"''. Maps with ''"cs_"'' instead generate "Hostage Scenario Mission" and all other map names deliver "Elimination Mission", no matter the actual scenario!
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| * The key word <code>COMMUNITYMAPCREDITS:</code> or <code>RULESHERE</code> '''must''' be the first word of the text file to deliver the above result!
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| }}
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| == See also ==
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| * [[How To Develop A Map That Works]]
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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]] | |