Creating a Hostage Rescue Map

From Valve Developer Community
Revision as of 18:47, 20 February 2016 by Petethegoat (talk | contribs) (cs_ prefix: Added 'See also')

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Polski Русский 简体中文

Hostage Rescue scenarios are played in the Classic Competitive and Casual gamemodes. Players earn money by winning rounds, getting kills, and by finding and rescuing hostages. They can purchase weapons and equipment at the beginning of each round.

Hostage Rescue maps require spawn points and buy zones for each team, hostages for the Counter-Terrorists to rescue, and a hostage rescue zone.

Additionally, Hostage Rescue maps use the cs_ prefix in their file name.

A func_buyzone brush, placed encompassing the Terrorist spawn points

Spawn points

info_player_counterterrorist and info_player_terrorist entities are used to spawn players in at the start of each round.

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. You are able to choose certain spawn points to be used before others.

To change the spawn priority, select the spawn point and open the entity properties. Find the Spawn Priority property, and change the number to be higher or lower. Lower numbered spawn points will be picked first.

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.

Buy zones

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.

Hostages

Hostages

The hostage_entity entity creates a spawn point for a hostage. Only 1 is required, but the official Hostage Rescue maps have at least 2, and usually more.

The game will pick 2 of the available spawn points to place hostages. Hostages sharing the same Hostage Spawn Exclusion Group in the entity properties will not spawn together.

Tip:The game will always attempt to spawn at least 2 hostages, even if the only available spawns are in the same exclusion group.

The Hostage Spawn Random Factor property is the number of times a spawn point is put into the pool for the two hostages to spawn at. Raising this number makes it more likely for a spawn point to be picked. Warning: info_hostage_spawn functions identically to hostage_entity. It's possible one of them will be deprecated in the future.


The hostages should usually be placed near the Terrorists, so they can be easily defended.

Rescue zones

Create a brush for the rescue zone, 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_hostage_rescue.

Tip:You can have more than one rescue zone in your map.


When Counter-Terrorists carrying a hostage enter this zone, they will rescue the hostage immediately and win the round.

Usually the rescue zone is placed near the Counter-Terrorist spawn.

cs_ prefix

Though your Hostage Rescue map will work correctly with any prefix (or with none at all), using the cs_ prefix allows the game to correctly identity the type of map as a 'Hostage Scenario Mission' during loading screens, if your mapname.txt is configured correctly.

For example, Office uses the file name cs_office.

See also