Creating a Bomb Defusal Map: Difference between revisions
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Tip: Place letter overlays or decals around the bomb site so players can find and identify each site.
Tip: Visualize where players can plant the bomb, i.e. the bounds of the func_bomb_targets.
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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. | 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, the Bomb Defusal Scenario will work correctly with just one. If a map has no [[func_bomb_target]], no bomb planting | Though the official Bomb Defusal maps have two bomb sites, the Bomb Defusal Scenario will work correctly with just one. If a map has no [[func_bomb_target]], no bomb planting will be possible. | ||
==== Competitive Aspects ==== | ==== Competitive Aspects ==== | ||
* Bomb sites are located closer to the Counter- | * 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, cover is set up at a bomb site so that a player can watch one entrance while being covered from the other. | * 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 (not) be there (for a specific direction). | * Think about safe planting spots and whether they should (or not) be there (for a specific direction). | ||
* | * Remember to eliminate bomb-stuck spots all across the map using [[trigger_bomb_reset]] entities and wise [[Tool_textures#Clips|clipping]]. | ||
* | * 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 | Visualize where [[player]]s can plant the bomb, i.e. the bounds of the [[func_bomb_target]]s.}} | ||
[[Category:Counter-Strike: Global Offensive]] | [[Category:Counter-Strike: Global Offensive]] | ||
[[Category:Level Design]] | [[Category:Level Design]] | ||
[[Category:Tutorials]] | [[Category:Tutorials]] |
Revision as of 14:02, 6 February 2023
This page covers only the special requirements for Bomb Defusal Scenarios in a Classic Competitive map in Template:Game name and Template:Game name.
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.
Main article: 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, the Bomb Defusal Scenario will 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 not) be there (for a specific direction).
- Remember to eliminate bomb-stuck spots all across the map using trigger_bomb_reset entities and wise clipping.
- Prevent bomb defusal through walls using func_no_defuse entities.

