
de_villa_cardboard_boxes
[b]Hello![/b] I am pleased to finally present you my first map (and "mod") on Source. [b]I strongly recommend you to read this description before playing, otherwise you may not be able to understand everything and to play correctly.[/b]
[b][u]TLDR[/u][/b]: 4v4 (minimum) to 8v8 (maximum), casual mode, big map, tactical and slow gameplay, less rounds, more round time, pick up the bomb and plant, exclusive items from dangerzone (shield, heavy assault suit, c4, etc), large vents network, cardboard boxes to hide, many spawn points for the attackers (sewers, garden, pool, helicopter, etc), "mp_warmup_end" in the console to start the game.
[h1]What is Pick Up & Plant mod?[/h1]
To put it simply, Pick Up & Plant is a mix between Intruder, CS:GO, and R6. Concretely, to win the game, the players have to use tactics, cooperation and skill, but the main objective is to have fun, it is not supposed to be played in a competitive mindset, but you are free to play as you wish of course.
As in the competitive mode, two teams face each other, one has to plant a bomb and the other one has to protect a site. On the surface, nothing unusual, but here are the major differences:
— it can be played from 8 players (required) to 16 players (maximum) in total,
— the map is twice large as a standard 5v5 map, to promote strategy and not duel,
— there are fewer rounds (only 5), but more time in each round (6 minutes),
— freezetime lasts for one minute, to allow teams to plan and equip,
— players can use items and equipments from DZ mode, (C4 charges, riot shield or heavy assault suit),
— the objectives are slightly different (see below),
— the attackers (T) can use a large ventilation network,
— the defenders (CT) can hide in cardboard boxes placed all over the map (only the models which seem open) (yeah, like in Metal Gear Solid).
[h1]What about the map?[/h1]
As you can see on the screenshots, the map is taking place at night and is especially dark, with few lights. A flashlight can be activated automatically for every players if necessary (see below). We can divide the map in four parts: the villa, the sewers, the CT base and the T base.
— The villa includes two floors, one basement, an outside with a large garden, a swimming pool and a roof. The bomb is located at the second floor in the office. A wooden crate containing a heavy assault suit is placed in this room. The bomb site is located in the basement, near the cardboard boxes room. These two rooms are illuminated in red to facilitate their location. In the whole villa, with the exception of the outside, hundreds of cardboard boxes are placed, those which can be used to hide are opened, the others are solid and can be used to take cover. To facilitate attack, doors are either permanently open, destructible or simply absent, same for the windows and the vents. Speaking of which, there is a large and complex ventilation network, mainly accessible from the roof, giving access to all parts of the villa and mainly articulated around the basement. Going into the vents will automatically activate a flashlight. The electrical room, located in the basement, allows player to turn off the power of the entire villa (including outside lights).
— The sewers include four access to the villa, two short ways (40 - 60 seconds) and two long ways (80 - 100 seconds). Entering in the sewers will automaticaly activate a flashlight. All the accesses (marked with a red arrow on a ceiling or on a wall) require C4 charges to be opened (placed near the access/on spawn). One access leads to the east of the garden, another one access leads directly into the swimming pool (short ways) ; one access leads to the west of the garden and the last one access leads to the parking (long ways). To compensate for the loss of time if the players choose the long ways, a few bonuses have been placed all along the ways (shields, C4 charges or tag grenades). The length of the sewers has been calculated so that the defenders have enough time to be in place.
— The T base includes one access to the sewers and one access to the roof. Two C4 charges are placed in the room near the guns and must be taken before going anywhere. Near the spawn points, a board can lead directly to the sewers by a teleporter if the player interact with it. Not far away from that, a ladder leads to a long way (40 - 60 seconds) which ends in an exterior, there the player can equip a parachute (and also a heavy assault suit) and interact with the helicopter to get teleported above the villa and be able to land on the roof (the parachute is required, otherwise, well...).
— The CT base is located in the basement, it includes the armoury and the T room. Nothing special to mention about this zone, except that there is a heavy assault suit in the armoury that can be taken by breaking the wooden crate (these crates contain systematically a heavy assault suit).
[h1]How to play?[/h1]
Here are the conditions for the defenders (CT) to win:
— kill every opponents,
— (or) wait for the round to end,
Important note: the defenders can't defuse the bomb, unless they're are very close to it right after it got planted, because the timer is set to 10 seconds by default (to make it easier for the attackers).
Here are the conditions for the attackers (T) to win:
— kill every opponents,
— (or) make the bomb explode.
There are many ways to play as a defender or as an attacker, because many strategies are availaible to both teams, it's up to the players to choose how they want to play. Asking questions is key to plan.
For example:
— should we separate in two groups or should we stay together? (CT & T),
— should we stack on the main objective (= bomb site)? (CT),
— should we equip lightly or heavily? (CT & T),
— should we focus on one objective at a time or should we try to do both at one time? (T),
— should we use the vents? (T),
— should we hide or should we stay mobile? (CT).
[h1]Before playing...[/h1]
[b]The map must be played in casual[/b], otherwise the riot shields will never work properly! To start the game, when everyone is ready, just type "mp_warmup_end" in the developer console.
For more immersion, I highly recommend you to communicate with your team directly through the game by using push-to-talk (or on Discord but push-to-talk still).
I also suggest you to modify your hud by entering the following commands:
— cl_drawhud_force_deathnotices -1 (default = cl_drawhud_force_deathnotices 0),
— cl_hud_playercount_showcount 1 (default = cl_hud_playercount_showcount 0),
— unbind tab (default = bind "TAB" "+showscore").
(I wanted to include these commands as mandatory, but sadly, except by using scripts, mappers can't force clients to enter these commands automatically... (Valve pls fix))
Implicit rules I suggest you to respect to have a good time playing:
— do not use C4 charges in a wrong way (hidden charge at an entrance or on an objective),
— do not use vents as defenders,
— do not give informations to your team when you're dead,
— do not kill chickens ([spoiler]why would you?...[/spoiler]).
[h1]Last words[/h1]
Nothing is custom in this map. Only some props have been made by me directly from Hammer Editor and the rest is a copy of CS:GO props modified especially for the map.
As I said at the begining, this is my first map, there are probably many mistakes of level design due to my lack of experience, so I expect you to be indulgent. If you have any suggestion or opinion to share about my work, or if there is any technical problem, don't hesitate to write it down (with respect, of course), I would really appreciate.
This map has been made on Linux (😎), thanks to Wine.
Special thanks to Kalilz, LaLoutreMasquée, Lauracrazythings and the Source Engine Discord for their help!
Thank you for reading, and [b]have fun![/b]
Режим игры:
Классический, Пользовательский
Размер файла:
79.06 MB
Добавлен:
19 июл. 2022 г., 03:53