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Author Topic: Basic Counter-Strike Mapping  (Read 4060 times)
Steve Schmidt
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« on: March 04, 2005, 10:56:46 AM »

 This mod 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 ones.


Player Spawns

Firstly 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.

Counter-Terrorist: info_player_start
Terrorist team: info_player_deathmatch

(you dont need to change any of the properties for those)


Buyzones

You 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.

However 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 this problem.


Hostages

If 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 ones.


Hostage Rescue


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.

If 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)


Bombing

Now 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.

In 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.


Bomb radius

You 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.


The VIP

The 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.

Now 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 to change.


Old style "no buy"

Now 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.

Once 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".


Escape maps

If 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.

So 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.

Now 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.

All 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.

Now off you go and make your cs map!
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« Reply #1 on: March 20, 2005, 02:34:10 PM »

Thanks man I have a working basic Bombing map......Basic block primitives, with 2 buy zones, and 2 bombing zones. I had some trouble laying down an infodecal? I found a map to take appart in my SDK source files. It helped alot.
« Last Edit: May 15, 2005, 09:53:10 AM by Slackiller » Logged

Slackiller
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« Reply #2 on: March 20, 2005, 02:43:52 PM »

http://csm2.net/forum/index.php?topic=47.0
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« Reply #3 on: September 28, 2005, 10:35:54 PM »

we just converted to a 32 person server. I have no idea what maps have enough spawn points for this. Italy seems to possibly not support this. Is there a way to find out the number or to modify it? All map packs ive found that used to be 32 person are dead links from pre 1.6 days. What skillz in mapping does she have you may ask? Try absolutely zero...so speak in noob terms please Tongue

Thank you
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Slackiller
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« Reply #4 on: September 29, 2005, 11:52:26 AM »

just adding entities try:
http://www.joe.to/cstrike/ents/

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« Reply #5 on: September 29, 2005, 07:07:46 PM »

i had gone there last night and other than me having to do all this by myself, the map rotation maker that counts spawn points is not compatible with steam. The map pack of premade 32's was a dead link. I was scared to try the spawn point editor but it seems this is possibly my only bet?

As it is i read the language used in this and i know i am bound to make alot of mistakes and probably crash our server repeatedly, but eventually this may work.

I know other people have 32 man servers so i am hoping someone out there with alot more pc savy than i, may have done this work already, or some easier slower less technical way.

I do appreciate the help you are giving me. Cheesy
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« Reply #6 on: January 09, 2006, 04:09:26 PM »

Hmmm... something very funny is going on on my map... When others are playing my map, it seems only one person could play on each team...can it be because I have the spawn entities on the ground? thx
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« Reply #7 on: January 09, 2006, 05:23:19 PM »

each spawn entity counts for one player, so if you want 16 players on each team you will need 16 of each type of spawn entity. yes they can not be touching the ground/walls or other  entitys
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« Reply #8 on: January 10, 2006, 06:43:26 AM »

Oh crap, I put in 20 respawns (10 for each side, and are all 3 units above buyzones on the ground), yet something really funny happened: As soon as you pick your class (after team), you get kicked off the server, and the server will shut down! Ugh, I wish I could just play it instead of getting into this mess...
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« Reply #9 on: January 10, 2006, 09:01:08 AM »

haven't heard that one before. compile log?
happens to everyone?
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« Reply #10 on: January 10, 2006, 05:00:39 PM »

yeah, it happens to anyone (if you mean CT or T, or anyone who has this map)...


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\pwnedbyIbanez\counter-strike"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\de_3dsnowfight"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlcsg.exe "c:\program files\valve hammer editor\maps\de_3dsnowfight"
Entering c:\program files\valve hammer editor\maps\de_3dsnowfight.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.39 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...50%...60%...70%...80%... (0.31 seconds)

Using Wadfile: \program files\valve\steam\steamapps\cdamarinersfan\counter-strike\cstrike\tempdecal.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\valve\wall&floor.wad
 - Warning: Larger than expected texture (408812 bytes): 'WALL2'
 - Warning: Larger than expected texture (348972 bytes): '3DSNOWFIGHTBOMB'
 - Contains 1 used texture, 8.33 percent of map (13 textures in wad)
Using Wadfile: \program files\valve hammer editor\sprites\verastage_wad\verastage wad.wad
 - Contains 11 used textures, 91.67 percent of map (114 textures in wad)

Texture usage is at 0.85 mb (of 4.00 mb MAX)
1.91 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\de_3dsnowfight"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlbsp.exe "c:\program files\valve hammer editor\maps\de_3dsnowfight"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\de_3dsnowfight.prt'
2.36 seconds elapsed

-----   END   hlbsp -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\maps\de_3dsnowfight"

hlvis v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlvis.exe "c:\program files\valve hammer editor\maps\de_3dsnowfight"
 183 portalleafs
 591 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.14 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.11 seconds)
average leafs visible: 120
g_visdatasize:4140  compressed from 4209
17.33 seconds elapsed

-----   END   hlvis -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\maps\de_3dsnowfight"

hlrad v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\tools\ZHLT25~1\hlrad.exe "c:\program files\valve hammer editor\maps\de_3dsnowfight"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[               off ] [               off ]
bounces              [                 1 ] [                 1 ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


1660 faces
Create Patches : 5710 base patches
0 opaque faces
36477 square feet [5252800.50 square inches]
1 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (12.83 seconds)
visibility matrix   :   1.9 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7.00 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.41 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.20 seconds)
Transfer Lists :     2248372 :    2.25M transfers
       Indices :     1596644 :    1.52M bytes
          Data :     8993488 :    8.58M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.45 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.83 seconds)
26.16 seconds elapsed

-----   END   hlrad -----



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« Reply #11 on: January 10, 2006, 08:59:13 PM »

Okay, I think the problem's with the respawns, (since I tried bots with it in Condition Zero,) but I set the respawns above the buyzones on the ground about 3 units high... can it be having a ton of respawns 2 units apart from each other, or could it be a large buyzone that covers the respawn areas?
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« Reply #12 on: January 10, 2006, 09:06:10 PM »

going from 10 respawns (each side) to 3 (for testing)
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« Reply #13 on: January 10, 2006, 10:08:39 PM »

nm, I just figured out what I did wrong: I used game_player_equip instead of armoury_entity  Embarrassed ah, some people make mistakes, right? Cheesy
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« Reply #14 on: March 03, 2006, 11:39:06 PM »

Hey I have a question. I have been trying to get some custom textures into my map, I'm using Quark (which is not the problem.)  The thing is that when I gave my map to a CZ server that I go on it did not work, the thing is that I can play my map with bots or whatever and it will play, my friend can also play this map with bots but the server cant host it.  I thought that the wad textures were embedded into .bsp files because when I downloaded de_Wallmart throught steam i did not have to get .wad's or anything. So what I want to know is how to i give them the textures and where do they/I put them? (I'm using the cscz_office.wad and two of my own)

What do I do?  Huh


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