Creating a Bomb Defusal Map: Difference between revisions
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{{lang|Creating a Bomb Defusal Map}} | {{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}}. | 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]]. | For the other map requirements, see [[Creating a Classic Counter-Strike Map#Map Requirements]]. | ||
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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, | 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 ==== | ==== 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. | * 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 | * 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 | * 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 | * 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. | * 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 | Place letter [[overlays]] or [[decal]]s around the bomb site so players can find and identify each site.}} | ||
{{tip | Visualize where | {{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.}} | ||
[[Category:Counter-Strike: Global Offensive]] | [[Category:Counter-Strike: Global Offensive]] |
Revision as of 07:37, 26 July 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.


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.