Difference between revisions of "Creating a Bomb Defusal Map"

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==See also==
==See also==
* [[How To Develop A Map That Works]]
* [[Choosing Player Models]]
* [[Choosing Player Models]]
* [[Creating a working mini-map]]
* [[Creating a working mini-map]]

Latest revision as of 01:37, 7 November 2016

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Bomb Defusal scenarios are played in the Classic Competitive and Casual gamemodes. Players earn money by winning rounds, getting kills, and by planting or defusing the bomb. They can purchase weapons and equipment at the beginning of each round.

Bomb Defusal maps require spawn points and buy zones for each team, and at least one bomb site, but usually 2- A and B.

Additionally, Bomb Defusal maps use the de_ prefix in their file name- for example, Dust 2 is named de_dust2.

Spawn points and buy zones

Spawn Rooms

info_player_counterterrorist and info_player_terrorist entities are used to spawn separate teams at the start of each round. The spawn room houses the buy zone and spawn points for each team. They are placed opposite each-other and should be hidden from each sides view.

Spawn Points

The spawn points can sometimes severely impact map balance and can make choke points(meeting points) very engaging. In competitive environments random spawns may not be desirable to some players, but can work on some maps like, on Dust 2 T side.

The Casual game mode is 10 vs. 10 on official servers, but it is a good idea to include 16 spawn points for each team, to work smoothly with 32 player servers.
In Classic Competitive, there are only 5 players on each team. Timings to bomb sites are very important in defuse maps. If you make five spawns with the Spawn Number (int) value 0 and others with the value 1; Smaller numbers are used before larger numbers.
For example, you might have 5 spawn points set to priority 0, and set the remaining spawn points to priority 1. The 5 spawns set to 0 will be the only spawn points used in Classic Competitive matches.


Create a brush around the spawn points for each team, and texture it with the tools/toolstrigger texture. Now select the brush, and press Ctrl+T to tie it to an entity. Change the entity class to func_buyzone. Open the entity properties, and set the Team Number property- this decides which teams are allowed to use the buy zone.

A func_bomb_target brush, textured with tools/toolstrigger

Bomb sites

Make a brush textured with tools/toolstrigger, and with it selected, press Ctrl+T and change the entity to func_bomb_target.

Note.png Note: The property Heist Mode bomb Target is an unused value and should be ignored.

The bombsites are assigned as A and B in the order the func_bomb_target entities were created. Though the official Bomb Defusal maps have two bomb sites, the game will work correctly with just one, though this is only recommended for a map in testing stages.

Note.png Note: Place letter overlays around the bomb site so players can identify each site.

Bomb sites are placed close Counter-Terrorists so that CTs can get into a defensive position without Terrorists planting the bomb. Each site should require two entrances; most cover is set up so that you can watch one entrance while being covered from the other.


Though your Bomb Defusal map will work correctly with any prefix (or with none at all), using the de_ prefix allows the game to correctly identity the type of map as a 'Bomb Scenario Mission' during loading screens.

For example, all defuse maps use the file name

  • de_cache
  • de_cbble
  • de_dust
  • de_dust2
  • de_inferno
  • de_mirage
  • de_nuke
  • de_overpass
  • de_train
  • de_vertigo

You can also edit your loading screens by changing your mapname.txt

Note.png Note: Be sure to keep the RULESHERE line if you aren't making a custom gamemode.

Example Code:


<font color='#727272'>This is an example for the Valve Developer Community</font><font color='#ff9844'> Colored Text! </font>
Shown as
An edited loading screen in CS:GO

See also