offers such variety, its hard not to want to map for it. cs has
many entities for its special objects as well as the normal hl
you might want to know what entity is what team. Its fairly simple,
but always put them at least one small unit above the ground,
you can put them higher if you like because when you spawn it
aligns with the floor anyway.
Terrorist team: info_player_deathmatch
dont need to change any of the properties for those)
may also want to know about the areas of buying. As we know each
team can buy items, by default the buyzone appears round about
where you place the player spawns, so if you have them spread
out then in all that area you will be able to buy items.
you may want to have your buy zones more precise, to do this take
the "aaa" texture and make a block then place it where
you want the buy zone to be, then tie to the entity func_buyzone.
(the aaa texture will be invisible in game) In the properties
there's only one thing to choose, and thats which team can buy
in the zone, so change it to what you want. Always remember if
you put buyzones in manually it wipes out the default areas, for
instance if a player moves after spawning only a small amount
and is not in the manual buyzone then he wont be able to buy.
You can place as many of buyzones as you want though to avoid
your making a cs_ map then you will want some hosts in, you can
put in as many as you want and where you want. Its just like the
player spawns, only this entity is called hostage_entity, there
are a few properties in it, for instance you can choose where
the model of the hostage is, by default it chooses the correct
folder for the hostage models. Now you may want scientists or
the engineer fellows, to change this, in the skin properties you
can chose numbers for this skins, 0,1,2,3 etc for the different
The cts need to take the hostages to safety, now we need an entity
for this rescue zone, now you can place in a hostage_rescue entity
and when the cts take the hosts near this point then the hosts
will be rescued.
you want it to be more precise, then make some "aaa"
texture blocks and tie them to func_hostage_rescue. if the hostage
is taken into the areas where you have the blocks then they will
be rescued (the aaa texture will be invisible in game)
if you want to make a defuse map, then you will need to know about
bombing. basically you can place a info_bomb_target, or the much
better method is to make a "aaa" texture block tie it
to a func_info_target and place them where you want people to
be able to plant the bomb.
the properties of this it says "target (when bomb blows)",
if you want something to blow up when the bomb goes off you can
put in a normal func_breakable, with whatever properties you want,
and name it say bombtarget1, then in the func_bomb_target enter
in the target (when bomb blows) bombtarget1.
may want to set how much of you map the bomb explosion covers,
to do this put in a info_map_parameters. You can put it anyway
in the map. In here you will see the option of the bomb radius,
by default its 500, im think it means 500 units. However you can
test it out easily by setting it lower of higher and see in game
how big the radius of the bomb explosion is.
VIP start point can simply be placed by using the info_vip_start
where you want it. There's no properties to change in here either.
you need to make a "aaa" block where you want your VIP
to be able to escape. To do this place in a the block, and then
tie it to the entity func_vip_safetyzone. There's no other properties
Old style "no buy"
if you want to make an old style no buy map, - where you cant
buy anything you can pick up weapons, then you'll need the armoury_entity
in where you want the gun, for each gun you want you need another
armoury entity, you can select what gun in the item box. You can
also select armour, grenades etc.
you've done this you'll be able to pick up the guns where you
have put them, however you will still be able to buy, unless you
put in a info_map_parameters entity,and change the properties
of weapon_buying and you can select various things, such as "neither
cts or ts can buy guns".
your after this one like in such maps as es_frantic, then you
need to again use the map parameters entity, along with the armoury
entity and a "aaa" block for the func_escape zone.
basically start off by putting in a info_map_parametres and select
from the weapon buying "only cts can buy guns" unless
you want the ts to buy guns, its up to you, but wont really be
a proper escape map then would it.
you need to use the armoury_entity to place in your weapons, as
ive explained before, simply select what guns you want in from
the list and how many, and use an entity per type of gun.
you'll need now is an escape zone, all you need is to place in
a "aaa" block in and tie it to the entity func_escapezone.
Now the terrorists will be able to flee, you can have more than
one escape zone as well I should think.
off you go and make your cs map!