Counter-Strike Global Offensive Jail Server Lets talk Jail map design philosophy

RedDragonKnight

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May 11, 2011
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Hello everybody, my name is RDK and I'll be directing this thread for today. Mainly I'm looking to talk about some potential upcoming changes to ba_jail_nightescape that could spill over into any future maps I make. Similar to how I made vents visible from the outside with the vent texture as opposed to the texture they are adjacent to, these changes can help shape the core of future jail maps I make.

So the 2 main changes I'm looking to make are to prevent the vents from being opened from the outside by making them unbreakable until 1 of 2 conditions has been met.
  1. X amount of time has passed since the cell doors have opened, making it so CTs cannot break into the vents before cells open.
  2. A player from either team enters the vents and, upon nearing the exit, a trigger sets the health of the vent to be again breakable. This makes it so Ts in vents can still get out of the vents before cells have opened.
This change would be retroactive and would also apply to all future maps. The vents would not be breakable from the outside by either team unless cell doors have opened. Not sure the exact time after, or if cell doors opening is a good enough time. Regardless, I do wish for the CTs to remain in cell block even if they see vents have been opened, as there are multiple exits and I don't want them roaming vents when another T wishes to rebel from cell block games. So after a certain point into the round, the health of all vents would be automatically set to a breakable point. Alternatively, if someone enters the vent and nears its exit, a trigger would set the health to be breakable, so someone can escape from the inside.

The second change I'm looking to make is to lock the door leading the helicopter. None of my other maps have an area designed solely for the maps lockdown, so this would just apply to future maps that have a similar idea. The area doesn't serve much purpose aside from lockdown, so I would be looking to keep the door locked until around 2:00 - 3:00 in the round. This would prevent CTs and Ts from just sitting on the helicopter (or in the dark corners) early in the round and shooting anyone who comes through the door.

Let me know what you think and any problems you think could arise from pushing these 2 changes to my maps. I'll do my best to answer any concerns and iron out any potential problems.
 
I think that these would be great changes. Maybe you could include a announcement at 2:00 - 3:00, saying that the Helicopter has arrived.
 
I do like nightescape a lot, so I think these changes would be great to have to improve that map and prevent some of the CT abuse I've been seeing lately.
 
New version should be up a bit later.
  1. Vents will no longer be breakable until ~ 10 seconds after cells open or until someone nears the exit of the vent from the inside.
  2. Helicoper door will remain locked until 2:00. An announcement will be made following the 2 minute lockdown notice.
  3. Bigger buttons for the gun spawners
  4. Armory has a shiny new cosmetic keypad and will open 1 second earlier from the outside.
  5. On a warday, cells open 1 second later and armory door will open automatically. (even though cts always got out first; just use the side door if you're scared now)
  6. Since cts get out faster, Ts get helmets on wardays now.
  7. added some railings near the stairs down to pyramid climb from the main hallway
 

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