Counter-Strike: Global Offensive/Game Modes/Danger Zone: Difference between revisions
m (Popcorn moved page Creating a Danger Zone Map to CS:GO Game Modes/Danger Zone: Applying a consistent name convention.) |
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{{lang| | {{lang|CS:GO Game Modes/Danger Zone}} | ||
{{back|Counter-Strike: Global Offensive Level Creation}} | {{back|Counter-Strike: Global Offensive Level Creation}} | ||
[[File:Csgo icon dangerzone.png|left]] | [[File:Csgo icon dangerzone.png|left|link=]] | ||
'''Danger Zone''' (internally: <code>'''survival'''</code>) is a fast-paced battle royale [[game mode]] built on {{game name|csgo|name=Counter-Strike: Global Offensive}}'s tactical gameplay where players use their wits, skill, and resources to fight to the finish. Featuring solo or team play. | '''Danger Zone''' (internally: <code>'''survival'''</code>) is a fast-paced battle royale [[game mode]] built on {{game name|csgo|name=Counter-Strike: Global Offensive}}'s tactical gameplay where players use their wits, skill, and resources to fight to the finish. Featuring solo or team play. | ||
To launch a map in the Danger Zone game mode, invoke the commands <code>game_type 6; game_mode 0; [[map (ConCommand)|map]] <mapname></code> or shorter: <code>map <mapname> survival</code>. See [[CS:GO Game | To launch a map in the Danger Zone game mode, invoke the commands <code>game_type 6; game_mode 0; [[map (ConCommand)|map]] <mapname></code> or shorter: <code>map <mapname> survival</code>. See [[CS:GO Game Modes]]. | ||
{{note|Maps must be designed for this game mode (see below). If they are not, one should reckon with game crashes.}} | {{note|Maps must be designed for this game mode (see below). If they are not, one should reckon with game crashes.}} | ||
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== Map Requirements == | == Map Requirements == | ||
* The [[ | * The [[BSP]] needs the '''dz_''' [[Map_prefixes#Counter-Strike.2C_Counter-Strike:_Condition_Zero.2C_Counter-Strike:_Source_and_Counter-Strike:_Global_Offensive|map prefix]]. | ||
* '''[[trigger_survival_playarea]]''' | * '''[[trigger_survival_playarea]]''' | ||
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|style="width:33%;"| | |style="width:33%;"| | ||
=== Limiting area where players can deploy === | === Limiting area where players can deploy === | ||
This is controlled by a [[w: | This is controlled by a [[w:Portable Network Graphics|PNG]] file that needs to be located in <code>csgo/maps/</code> with name format <code>dz_<mapname>_spawnmask</code>. It should represent an overview of the map, where black filled areas block deploy points. The surface area covered by this image corresponds to the play area trigger. | ||
[[File:dz_blacksite_spawnmask.png|thumb|left|Spawnmask texture used for Blacksite]] | [[File:dz_blacksite_spawnmask.png|thumb|left|Spawnmask texture used for Blacksite]] | ||
|style="width:33%;"| | |style="width:33%;"| | ||
=== Adding overview image for tablet === | === Adding overview image for tablet === | ||
This is controlled by a '''[[VTF]]''' file that needs to be located in <code>csgo/materials/models/weapons/v_models/tablet/</code> with name format <code>tablet_radar_dz_<mapname></code>. | This is controlled by a '''[[Valve Texture Format|VTF]]''' file that needs to be located in <code>csgo/materials/models/weapons/v_models/tablet/</code> with name format <code>tablet_radar_dz_<mapname></code>. | ||
{{note| A [[ | {{note| A [[material|VMT]] is '''not''' needed.}} | ||
{{note| The tablet overview image is not same as map overview image, it needs to line up with the entire world. One pixel on a 1024x1024 image corresponds to 20 units on a 20480x20480 map.}} | {{note| The tablet overview image is not same as map overview image, it needs to line up with the entire world. One pixel on a 1024x1024 image corresponds to 20 units on a 20480x20480 map.}} | ||
[[File:tablet_radar_dz_blacksite.jpg|thumb|left|Tablet overview image of Blacksite]] | [[File:tablet_radar_dz_blacksite.jpg|thumb|left|Tablet overview image of Blacksite]] | ||
|style="width:33%;"| | |style="width:33%;"| | ||
=== Adding overview image for deployment selection === | === Adding overview image for deployment selection === | ||
This is controlled by a '''[[w: | This is controlled by a '''[[w:Portable Network Graphics|PNG]]''' that needs to be located in <code>csgo/materials/panorama/images/survival/spawnselect/</code> with name format <code>map_dz_<mapname></code>. | ||
[[File:map_dz_blacksite.png|thumb|left|Deployment overview image of Blacksite]] | [[File:map_dz_blacksite.png|thumb|left|Deployment overview image of Blacksite]] | ||
|} | |} |
Revision as of 00:32, 21 February 2022

Danger Zone (internally: survival
) is a fast-paced battle royale game mode built on Template:Game name's tactical gameplay where players use their wits, skill, and resources to fight to the finish. Featuring solo or team play.
To launch a map in the Danger Zone game mode, invoke the commands game_type 6; game_mode 0; map <mapname>
or shorter: map <mapname> survival
. See CS:GO Game Modes.


Map Requirements
- The BSP needs the dz_ map prefix.
- See dedicated page of this entity for more information.
Warning:This brush needs to be at least 13440x13440 units big, if not the game will crash upon deploying. Recommended size is 16384x16384.
Warning:The recommended footprint of a Danger Zone map is 20480x20480 units, combined with a trigger_survival_playarea sized 16384x16384.
- The footprint of the map must be made of a solid texture (nodraw or skybox will not work).
- Using other sizes for the map footprint or the trigger_survival_playarea may cause the deployment menu and the tablet radar to become misaligned.}}
- See dedicated page of this entity for more information.
Fundamental Entities
- Point entity to specify location where gas canisters should launch from, usually in the 3d skybox.
- Point entity for setting the name of a map region to display.
- Point entity for spawning drone guns.
- Point entity for spawning a parachute upgrade.
- A trigger volume for hostage rescue zone.
- A trigger volume that disables Tablets when players are inside of it.
- An entity that will fire outputs when events happen during Survival Mode. For example playing ambient_generic after missiles launch.
Note:This entity is not required for the map to work.
- A trigger volume that defines the bounds of the survival play area.
- Point entity that acts identically to prop_door_rotating, but can be locked and set up with prop_counter and point_dz_weaponspawn to create a door which requires money to unlock.

- Point entity that acts as spawn point for various survival entities.
Note:What kind of entities this creates is specified on its page.
Map Overviews
Limiting area where players can deployThis is controlled by a PNG file that needs to be located in |
Adding overview image for tabletThis is controlled by a VTF file that needs to be located in ![]() ![]() |
Adding overview image for deployment selectionThis is controlled by a PNG that needs to be located in |