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Thread: Rush_Snowy_Assault

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    Rush_Snowy_Assault

    Hi All.

    For those of you who don't know, I have been developing a new game type for Counter-Strike: Source called Rush.

    What is Rush?
    Rush is a game type from the battlefield series, notably battlefield bad company 2 and battlefield 3.
    The game type is simple: attackers destroy the bomb sites and the defenders disarm/protect them.
    The game consists of 3 stages, with 2 bomb sites in each stage.
    A majority of the map is locked off to begin with, and the attackers must destroy the 2 bomb sites in stage one before the second stage is unlocked.
    Once all 3 bomb sites have been cleared, the attackers are declared the winners and the game is restarted/level is changed.
    Every time an attacker spawns, a ticket is deducted from their pot. If the attackers lose 120 tickets before they progress to the next stage, they lose. Tickets are reset after each stage.

    The Map
    This is the first map I have built from scratch for the purpose of Rush. It is fair large (as you will be able to see by the screen shots) and is based in a military style station.
    The first stage is based at the top levels, prior to entering the facility.
    The second stage is based in a laboratory that is accessed via an elevator or stairwell.
    The third stage is based in an underground railway station.

    The map: developer
    I have used area portals to block off the stages, with assistance from hint/skip brushes. The FPS seems to remain consistent on my PC, and have had no complaints from any of the people who BETA tested the map with me.

    The mechanics of the game are from a prefab i created (available in stand alone hammer version or script assisted version). The spawn points are based in a sealed off skybox in the world, and each spawn is surrounded by teleporters.
    As a player spawns, they are pointed towards the relevant destination, depending on what part of the map they are up to.
    Triggers are used to change the spawn points as stages are cleared.
    If the terrorist enters the teleporter, a math_counter is used to measure remaining tickets.

    The bomb sites are a simple mechanic. They consist of:
    2 x Logic_timer
    2 x Math_counter
    3 x Logic_relay
    1 x team filter
    2 x buttons
    and a series of effects.

    For those of you who script in eventscripts, I have added custom events:
    Code:
    block stage_one_clear
    {
    	// When stage one is cleared
    
    block stage_two_clear
    {
    	// When stage two is cleared
    
    block stage_three_clear
    {
    	// when stage three is cleared
    
    block stage_one_a
    {
    	// when bomb site A in stage one explodes
    
    block stage_one_b
    {
    	// when bomb site B in stage one explodes
    
    block bomb_armed_1_a
    {
    	// When bomb in Stage One: A is armed
    
    block bomb_disarmed_1_a
    {
    	// When bomb in Stage One: A is disarmed
    
    block bomb_armed_2_a
    {
    	// When bomb in Stage Two: A is armed
    
    block bomb_disarmed_2_a
    {
    	// When bomb in Stage Two: A is disarmed
    
    block bomb_armed_3_a
    {
    	// When bomb in Stage Three: A is armed
    
    block bomb_disarmed_3_a
    {
    	// When bomb in Stage Three: A is disarmed
    
    
    block bomb_armed_1_b
    {
    	// When bomb in Stage One: B is armed
    
    block bomb_disarmed_1_b
    {
    	// When bomb in Stage One: B is disarmed
    
    block bomb_armed_2_b
    {
    	// When bomb in Stage Two: B is armed
    
    block bomb_disarmed_2_b
    {
    	// When bomb in Stage Two: B is disarmed
    
    block bomb_armed_3_b
    {
    	// When bomb in Stage Three: B is armed
    
    block bomb_disarmed_3_b
    {
    	// When bomb in Stage Three: B is disarmed
    
    
    Clear stage one manually
    	- Trigger bomb_site_a_explode_1
    	- trigger bomb_site_b_explode_1
    This will allow you to create custom notifications, hud hints etc to enhance the experience of the map.

    Tech specs
    Spawn slots: 44
    Total dimensions of select all: 17,548.4 x 15,947.4
    Custom textures: Yes
    Bomb timer count down: 30 seconds
    Time before progression: 10 seconds

    Special thanks
    I would like to thank everyone who participated in the BETA nights, you have all been really helpful.

    Special thanks go out to:
    Jettblack - Creating the 3D skybox
    Syked - Spending a few hours with me testing the map and classes mod I am developing
    MDNK - custom textures and BETA testing
    Chicky21 - beta testing
    Forgive me for the names that aren't mentioned.

    Download
    Link: http://www.mediafire.com/?4iktjk3zlu9tkdv

    Screen Shots
    Here are some pretty screen shots for your viewing pleasure













    Last edited by imthenewguy; 17-02-13 at 04:29 PM.

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  3. #2
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    Last edited by imthenewguy; 17-02-13 at 04:27 PM.

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    Last edited by imthenewguy; 17-02-13 at 04:28 PM.

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    Last edited by imthenewguy; 17-02-13 at 04:28 PM.

  6. #5
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    Last edited by imthenewguy; 17-02-13 at 04:29 PM.

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    Sweet map man, dtk should make this into a server

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    Would love to see it on the rotation server at some point. Really nice work.

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    yay its done guys this is so much fun new guy great job man you are god
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    This looks great man.

    Put it on the rotational server, SQL ?

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    Wow looks awesome!
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    woo i got a special thanks, also that bomb tag seemed to turn out great!.

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