Creating a Bomb Defusal Map: Difference between revisions
(example) |
(→Map Requirements: Added note about the difference between maps with one or two bomb sites.) |
||
| Line 16: | Line 16: | ||
==== Competitive Aspects ==== | ==== Competitive Aspects ==== | ||
* | * With ''two'' bomb sites, CTs typically spawn closer to both bomb sites. This is to give them an advantage because they already have the disadvantage that they must defend ''two'' bomb sites at different locations. By arriving before the terrorists, the CTs can defend each bomb site from advantageous positions with less players. | ||
* With ''one'' bomb site, CTs and Ts spawn about equally close to the bomb site. CTs spawning closer would be an advantage for the them because they don't have the disadvantage to decide between two bomb sites. | |||
* 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. | * 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). | * 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 [[ | * Remember to eliminate bomb-stuck spots all across the map using wise [[Clip_texture|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.}} | ||
Latest revision as of 03:30, 22 November 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
- With two bomb sites, CTs typically spawn closer to both bomb sites. This is to give them an advantage because they already have the disadvantage that they must defend two bomb sites at different locations. By arriving before the terrorists, the CTs can defend each bomb site from advantageous positions with less players.
- With one bomb site, CTs and Ts spawn about equally close to the bomb site. CTs spawning closer would be an advantage for the them because they don't have the disadvantage to decide between two bomb sites.
- 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.