evolution of CS deathmatch

K

kan3

Guest
"gd_mapname"

"guard"


Idea is just to use some simple entities to route the players to your goal while at the same time giving the illusion of a goal and "more then DM" gameplay


say for example that T want to hold a building - CT goal would be to kill T

We use source entities to control the enviroment and force the players to meet the goals we set forth

simple examples I thought of:

- Game_zone to control entrance to spawns and force players into areas want designate

- randomness...alter routes/enviroment based on time

- further the ability to control gameplay by having "events" that would stop things like AFK people......explosion in spawn for example kills all that are in there 1min after map starts


I'm going to attempt it for my next map...any thoughts?
 
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