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Mapping » Entities and Models

Adding Bombsites and Hostages

Adding Bombsites and Hostages (Page 2 of 2) by satchmo · December 8th, 2005 · 25342 views

Adding Bombsites


Adding a bombsite is equally straightforward. Just go to the area of the map where you want the bombsite to be, and make a solid world brush. Make sure it's textured "Trigger", and tie the brush to func_bombtarget. We will make our bombsite in the indoor corridor area, where we previously put the trash decal.

func_bomb_target entity
func_bomb_target entity


Make sure you label the bombsite using an appropriate decal or overlay. The following decals are available to choose from:

decals/target: marks the area with a red target
decals/sitea: marks the site as Bombsite A
decals/siteb: marks the site as Bombsite B

We'll label our bombsite with the overlay "decals/sitea" and the red target "decals/target":

Bombsite decals
Bombsite decals


I know the actual decal pattern isn't displayed in the 3D textured view, but trust me that they do appear in-game. We've covered how to apply decals and overlays already, so I won't bore you with it here.

Adding Hostages


For a cs_ type map, we need hostages and a rescue zone. We're not going to add them in our firstmap because we're making a defusion map. But the process is pretty simple.

Just place one hostage_entity at each of the hostage spawn position in your map, and you've got hostages waiting to be rescued. If you want four hostages, you need four of these hostage_entity. In Hammer's 3D view, all the hostage entity models look the same, but don't worry. In-game, all four hostages have their own distinct appearance (old guy with glasses, Asian dude, young guy and this middle-aged man). I wonder why they don't have any cute female hostages.

Of course, we also need to add a hostage rescue zone somewhere in the map. To accomplish this, tie the func_hostage_rescue entity to a brush at the desired location in the map, just like making a buyzone (except you don't have to specify the Team Number). Remember to texture this brush entity "Trigger".

Finally, we need to graphically mark the location of the hostage rescue zone in the map so the CT know where to take the hostages to. Use the following decal for this purpose:

als/hrpoint: marks a white rectangle on the floor indicating rescue location

That's it. Now, don't you wish all of mapping were this easy?

Let's play a few rounds of Counter-Strike in our very first custom map. Add 5 bots to the LAN server (remember, we only have six spawns in this map, and you have to save a spot for yourself in the game). The bot engine will spend a few seconds generating an initial navigational mesh. We won't worry about bots navigation until a future tutorial. We'll just have some headshot fun for now. Here is a look at the intense fire-fight in our first Counter-Strike: Source bomb defusion map:

Action!
Action!


I know the rounds are short, but hey, it's a small map. But aren't you proud of yourself? I know I am proud of you.

There is no natural progression to the next lesson from this point, but I do suggest you proceed to the Cubemaps tutorial if you haven't read that one already.


Page Index
  1. Adding Buyzones
  2. Adding Bombsites and Hostages

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