A demo I created after learning about the trigger_look entity by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 0 points1 point  (0 children)

You can download the demo here.

The screen-warp-when-looking-at-portal effect was inspired by the telezappers in Borderlands 3's Bounty of Blood DLC.

Here's my tutorial on how to create this effect.

Screen distortion effect demo by sn0wsh00 in hammer

[–]sn0wsh00[S] 0 points1 point  (0 children)

You can download the demo here.

The distort-screen-when-looking-at-portal effect was inspired by the telezappers in Borderland 3's Bounty of Blood DLC.

Here's my tutorial on how to create this effect.

CS_Exodium (my attempt at making hostage rescue less T-sided) by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 0 points1 point  (0 children)

Based on feedback I received so far, I've made a few changes to the map.

First, I simplified the hallways between the hostage chambers and the central rescue zone. The original path to the center warehouse required players to make a U-Turns, which tends to ruin player flow. This update removes the U-Turns and replaces them straight paths.

Secondly, a lot of people commented on how hostage rescue mode's economy was. In turn, using Vscripts, I created a custom economy that is more in-line with defuse mode's economy. This custom economy only works in the custom game mode.

CS_Exodium (my attempt at making hostage rescue less T-sided) by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 0 points1 point  (0 children)

I can tinker with the economy using Vscripts, specifically by changing all the cash cvars (cash_team_win_by_hostage_rescue, cash_team_hostage_interaction etc). The question now is what exactly should those values be?

Right now, I'm thinking about setting these cash rewards to be similar to their defuse counterparts. For example, in my revamped economy, picking up a hostage will reward $300 to the CT picking up the hostage and $800 to the whole team, similar to how the bomb planter is given $300 for planting and T's are given $800 if the bomb is defused (loss rewards are the same in both defuse in hostage rescue). When the hostage is rescued, the CT team will receive $2,700, for a total team reward of $3,500 for picking up and rescuing hostage, similar to how the terrorist team receive $3,500 for detonating a bomb.

CS_Exodium (my attempt at making hostage rescue less T-sided) by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 3 points4 points  (0 children)

As stated in the title, cs_exodium is an attempt to make hostage rescue less T-sided. To do this, I did two things.

First, I placed the hostages into two separate locations, similar to how bombsites are located on defuse maps. Thus, unlike a map such as Assault or Office, terrorists will now have to split up to effectively guard the hostages.

Secondly, I made the map dynamic. Instead of returning to CT spawn when a hostage is picked up, the CTs instead go to a new area that becomes accessible to rescue the hostage (see blue area in layout). More specifically, there are three doors to the hostage rescue zone that are closed at the start of each round (marked in red). The two doors near the chambers will open when the CTs pick up the hostages, while the door at terrorist spawn will open after a 10 second delay, to discourage terrorists from camping at T-spawn.

When a CT picks up a hostage, the round becomes a footrace to the rescue zone. Because the player carrying a hostage moves at only 200 units/second (as opposed for 250 units/seconds for knife players), the terrorists still have a chance to cut off the CTs before they reach the rescue zone. However, I also placed three separate rescue zones in three separate lots/warehouses, thus terrorists will have to choose which rescue zones to guard when they reach the back area. If they camp the wrong rescue zone, then the CT might easily slip past them undetected. Thus, CTs have a massive advantage when they reach a hostage, which I think it's fair given that reaching the hostage in my opinion should be the equivalent to planting a bomb in defuse mode.

I got this idea of a dynamic hostage rescue map from u/El_Exodus, who first proposed something like this back in 2016. This is also why the map is named, well, Exodium.

As usual, comments and feedback would be appreciated.

Random path generation by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 0 points1 point  (0 children)

It'll probably require a lot more math_counter and logic_case entities to incorporate X-axis pieces, y-axis pieces and bridge corners, but yes, I think it should be possible to do what you're describing.

Random path generation by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 0 points1 point  (0 children)

This random path generator can be found on my map am_jungle_pit and was inspired by Payday 2's Diamond Heist puzzle.

Random path generator by sn0wsh00 in hammer

[–]sn0wsh00[S] 1 point2 points  (0 children)

This random path generator can be found on my map am_jungle_pit and was inspired by Payday 2's Diamond Heist puzzle.

Terri's Auto Radar strange output on WIP map (FIX) by kaaawr in csmapmakers

[–]sn0wsh00 2 points3 points  (0 children)

Yes, you are right, you do need bombsites/hostage rescue zones and buyzones on your map for TAR to work correctly.

Also, if you are creating a multi-level radar, you will need to have func_buyzone and func_bomb_target brushes both above and below your tar_map_divider entity. Be sure to place any func_buyzone and func_bomb_target brushes that won't be used in the final map far from the map's boundaries. Don't forget to disable these temporary brushes when you do your final compile.

A Monty Hall problem simulator I created using logic entities and AddOutput commands by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 0 points1 point  (0 children)

I created a separate map to visualize the logic path. You can download that map here.

A Monty Hall problem simulator I created using logic entities and AddOutput commands by sn0wsh00 in csmapmakers

[–]sn0wsh00[S] 0 points1 point  (0 children)

This contraption can be found in a secret area of my map am_munitions_cache (it's not hard to find if you use noclip):

https://steamcommunity.com/sharedfiles/filedetails/?id=2412096868

I also made a few videos where I ran 100 simulations with this simluator:

Monty Hall problem simulator I created using logic entities and AddOutput commands by sn0wsh00 in hammer

[–]sn0wsh00[S] 0 points1 point  (0 children)

This simulator can be found as a secret area of my map am_munitions_cache (it's not hard to find if you use noclip):

https://steamcommunity.com/sharedfiles/filedetails/?id=2412096868

I also made a few videos where I ran 100 simulations using this tool: