1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[CS:GO] ctf_facingworlds

  • Spherix
  • September 19, 2013 at 6:48 PM
  • Spherix
    • September 19, 2013 at 6:48 PM
    • #1

    I've hinted it earlier in the WIP topic; one of the projects I'm currently working on is a capture the flag game mode for CS:GO. This game mode will only use entities in Hammer, no vscripts or plugins are involved. The main gameplay is based on a CTF example made by TopHatWaffle for CSS, which I adjusted/improved here and there whilst making it fit for CS:GO.


    The point in my map is showing the community that it's relatively easy to introduce new (and fun) game modes to CS:GO without it needing to be one of the minigames/zombie etc. where people claim its just for fun and requires no skill/tactic. I've picked the best map ever for CTF in my opinion, FacingWorlds from Unreal Tournament 99.


    The gameplay is pretty much done at the moment and I'm getting it ready for playtesting. It features respawning weapons / armor / healthkits as seen in UT99 as well.


    My main issue at the moment is starting to polish, I've added some extra detail to the main towers since my last post, but I am terribly perfectionistic when it comes to texturing, and cannot seem to find anything that satisfies me, even when the main point of this map is not graphical awesomeness. Any tips/help regarding texturing is greatly appreciated.


    How it stands at the moment;

    [Blocked Image: http://s21.postimg.org/ftjo0gv8n/2013_09_19_00013.jpg]

    [Blocked Image: http://s24.postimg.org/6tjphkgh1/2013_09_19_00006.jpg]
    [Blocked Image: http://s24.postimg.org/5v3cfa351/2013_09_19_00001.jpg]
    [Blocked Image: http://s24.postimg.org/r9q4m21d1/2013_09_19_00003.jpg]
    [Blocked Image: http://s24.postimg.org/khzpj7cdh/2013_09_19_00004.jpg]
    [Blocked Image: http://s24.postimg.org/xdcajph0l/2013_09_19_00007.jpg]
    [Blocked Image: http://s24.postimg.org/c2eqffyw5/2013_09_19_00008.jpg]
    [Blocked Image: http://s24.postimg.org/z8z2uv5ut/2013_09_19_00009.jpg]
    [Blocked Image: http://s24.postimg.org/n5tr7ausl/2013_09_19_00012.jpg]

    Again, any help regarding texturing is welcome!

  • Sjonsson
    • September 20, 2013 at 8:33 AM
    • #2

    Hi there Spherix!

    It's nice to see someone trying to bring new things into CS!

    I don't know if you have playtested this map yet but I have a feel that it will not play out as well as it did in Unreal because these two games are very different in terms of both pacing and mechanics. Counter-strike is a lot about taking cover and if you look at this level there is not much cover at all, it's all open areas which could make long-distance weapons way too powerful.

    However, it may play out okey anyway, only playtesting will prove it. Just don't be afraid to derive from the original map and make changes to make it play better.

  • Spherix
    • September 20, 2013 at 9:53 AM
    • #3

    That's perhaps the habits of CS players that they demand cover; the long distance weapons such as the scout and AWP have longer respawn times than the other weapons and are featured with limited ammo. Playtesting will have to prove if this needs changes or not indeed.


    The map itself is easily recognizable by many people, hence I chose it instead of creating a new map. I'm working on another new gameplay project that is far more advanced than the CTF; that one will launch with custom map(s)/content etc. Hence I'm saving the effort a little here by choosing a map that players can identify with easily, helping the acceptance/attention for such new gameplay.

  • Thrik
    • September 20, 2013 at 6:57 PM
    • #4

    Classic map.

  • 'RZL
    • September 20, 2013 at 11:16 PM
    • #5

    hell, lets playtest this hottie then and we'll see if it plays well! and if you have the right settings on the server it might be real fun, thinking about sv_gravity 200 and host_timescale 2 or sumthin' like that.

  • Squad
    • September 21, 2013 at 12:38 AM
    • #6

    I'm all up for playtesting this! It does indeed seem like it lacks some cover, but who knows how it plays. Have you changed any gameplay settings (like rzl mentioned, gravity or something? is that even possible client-side)?

  • Spherix
    • September 21, 2013 at 10:39 AM
    • #7

    Yeah it's possible to change those settings, you can include CFG files in your map nowadays, so lots of client/server commands can be set from the map itself. I was thinking of gravity 200 indeed, 100 seemed a little to low, and 800 perhaps a bit harsh When are the usual playtesting sessions on mapcore?

  • ShockaPop
    • September 21, 2013 at 1:47 PM
    • #8

    There should be CTF mode in the game itself I think. I'm sure they could (rather) easily have it so, that it doesn't feel too much out of place and with mechanics CS has (buyzones, no hp/-ammo regen, etc.) and "realistic" settings.

  • Thrik
    • September 21, 2013 at 5:49 PM
    • #9

    Capture the Defuser

    One team had the ingenious idea of setting up a bomb in the enemy's base, and they keep the one and only compatible defuser in the same location in their own base — all they have to do is wait for the timer to run out and prevent the enemy from taking the defuser back to the bomb. Unfortunately the other team had the same idea, and now both teams are in a frantic rush to retrieve the defusers before everybody dies.


    You can thank me by implementing it in some map.

  • Spherix
    • September 25, 2013 at 12:50 PM
    • #10

    I've got one too many projects running at the moment to customize yet another gamemode unfortunately, I'd say try something new yourself ;-)?


    As for the original question in the first post; does anyone have an idea on how I could finish this map? It's mostly the texturing that I can never be happy about..

  • 'RZL
    • September 25, 2013 at 3:26 PM
    • #11
    Quote from Spherix

    When are the usual playtesting sessions on mapcore?


    Sorry, I can't help you with your initial question but about the playtests, they can be organized every tuesday, thursday and sunday at 21:00 GMT +1. If you want to playtest your map you can announce it

  • Spherix
    • September 26, 2013 at 6:27 PM
    • #12

    Ah, cheers. I'll get it ready for playtesting then.

  • Spherix
    • September 30, 2013 at 7:55 PM
    • #13

    Nearly ready for playtesting


    Current setup:

    - You respawn if you die
    - Die whilst holding the enemy flag -> flag dropped
    - Falling off the world -> flag drops, player dies
    - The map keeps track of score
    - Capturing a flag: +1 teamscore, +100 kills for player that captured it
    - Enemy picks up their flag after it has been dropped -> flag returns to base
    - Game ends after first team reaches 15 points -> set hard in map.


    Various respawning entities in the game per base:
    - 2x +25 health packs, respawn every 20 seconds, max hp = 100
    - 1x kevlar, respawn every 30 seconds
    - 1x Smoke, Flash, HE grenade, respawn every 10 seconds
    - 2x Scout (SGG08), respawn every 20 seconds, ammo: 20
    - 1x AWP, respawn every 60 seconds, ammo 11 (can't set 10 -_-)
    - 1x AK47 respawn every 10 seconds, full ammo
    - 1x M4A1 respawn every 10 seconds, full ammo
    - 1x Steyr Aug respawn every 15 seconds, full ammo
    - 1x SGG556 respawn every 15 seconds, full ammo
    - 1x Galil respawn every 5 seconds, full ammo
    - 1x Famas respawn every 5 seconds, full ammo
    - 1x MP7 respawn every 5 seconds, full ammo
    - 1x P90 respawn every 5 seconds, full ammo
    - 1x Deagle, respawn every 10 seconds, full ammo

    Due to the modified game settings needed to force respawns, the game doesn't count teamscore in the scoremenu (some sort of a bug I assume); therefore the scorelimit is hard'coded'; I'd rather have it determined by the server owner via a mp_maxrounds, but then the respawning wont work properly


    [Blocked Image: http://s23.postimg.org/yuaeqadgr/2013_09_30_00002.jpg]

  • Spherix
    • November 16, 2013 at 1:51 PM
    • #14

    Damn. Suddenly got so busy with projects that actually pay that I neglected various projects such as these


    I'll see into it that I get a release asap so that other CTF beauties can be made for CS:GO ;)

  • Spherix
    • December 16, 2013 at 3:49 PM
    • #15

    I've made a quick video today to show the features of the gamemode as it stands at the moment.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    The most important thing to do before I release this is deciding on the way to keep score. Keeping the respawning in mind, score cannot be kept in the scoreboard and thus a sv_maxrounds has no effects on this gameplay mode at the moment.

    Option 1: Update the team score on the towers, don't do anything with it untill server switches maps (by timeleft etc.).
    Option 2: Update the team score on the towers, and set a hard limit in the map (meaning you cannot adjust it) after which the map switches to next in cycle.
    Option 3: Don't work with the current deathmatch settings, keep the teamscore via the scoreboard and go by sv_maxrounds to decide when to end the cycle.

    Basically, best of both worlds would be ideal, seeing as a winning team cannot be declared by the game if the teamscore is not updated on the scoreboard. I couldn't find a way to achieve this via the ('new') custom .cfg you can set for a map, but if anyone does, let me know.

    Besides the gamemode, I've got to fix a few minor glitches before I'll release a playable version.

    Any comments / suggestions are welcome!

  • KOLARI
    • December 16, 2013 at 4:58 PM
    • #16

    I am wondering if it could work using the buy menu and money system. You would earn money by getting kills, doing the objective and maybe money would be generated if you stay alive long enough etc.


    Anyways I think it might be a little hard to capture the flag in your map since there isn't any cover on the bridge connecting the bases. Also, it might be a good idea to add a little respawn time instead of insta spawning.


    Hope to see a playtest.

  • Spherix
    • December 16, 2013 at 7:25 PM
    • #17

    That is possible, yes. But what's the use of the money?

    As for the map, it's not intended for any serious CS:GO gameplay, only just to emphasize the concept of CTF being possible. I'll leave making great CTF maps that suit the game better to other mappers as I have way too many things going on atm ;)

  • Spherix
    • December 18, 2013 at 11:05 AM
    • #18

    Uploaded to the workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=204941615


    Do note though, I've already noticed a few issues that I'll release a patch for later today (can't atm cause of work), so I advise server admins not to run the map unless it's done via the workshop to prevent any version mismatching.

  • Spherix
    • December 21, 2013 at 10:01 AM
    • #19

    After some hilarious playtesting sessions it became obvious that dedicated servers have a problem with the way the gamemode currently operates. Tried a lot of tweaks to get it working properly on dedicated servers but nothing seemed to sort it. Eventually my search lead to getting advice from a Valve developer which gave some very helpful pointers on how to possibly find the cause of the problem. (which likely lays in parenting triggers to a moving player) I gave it some thought and realized that spending hours debugging would not necessarily lead to a solution, but only to an identification of the problem. Since the gamemode is currently built up completely with entities I was already tempted to rewrite it in Vscript, and I've taken the decision to rewrite it completely now.


    Also in doubt if I should spend time making a proper CTF layout. I received a lot of feedback from people organizing tournaments and leagues that they are interested in the gameplay, but the most feedback I got was concerning the level not suiting CS:GO or adjusting all sorts of things, and that's not really what I aimed for. Whilst the level is perfect to draw the attention to CTF concerning it's status from UT, it is perhaps not the best example in terms of gameplay to introduce CS:GO players to the CTF concept. I enjoy game design a bit more than level design, so I'd rather find someone that wants to build a proper cs:go CTF map and use my gameplay instead. Thoughts welcome.

  • Spherix
    • January 9, 2014 at 4:49 PM
    • #20

    Hopefully the last update for this particular map ;)


    Release topic:

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™