Counter-Strike 2

Counter-Strike 2

This item is incompatible with Counter-Strike 2. Please see the instructions page for reasons why this item might not work within Counter-Strike 2.
471 ratings
as_inferno (Beta 1)
   
Award
Favorite
Favorited
Unfavorite
Game Mode: Classic, Custom
Tags: Hostage
File Size
Posted
Updated
24.974 MB
1 Nov, 2013 @ 8:55pm
12 Nov, 2013 @ 1:44am
3 Change Notes ( view )

Subscribe to download
as_inferno (Beta 1)

Description
*2015 UPDATE*
Sorry for the long absence. Unfortunately, due to 2 hard-drive failures in a short time-span I've lost both the original and back-up files (for this map and all others.) I've tried decompiling and recompiling with little success so there seems to be little chance of ever updating it properly.
If anyone has any luck decompiling and recompiling the map with any modifications they want, feel free.
The VIP logic script can be extracted and decompiled custom entities should give a basic guideline on how to implement the vip gamemode. It's not exactly trivial or for beginners but if you have some knowledge of programming you should be able to figure it out.I wish I could help more, but I honestly can't remember much.

*UPDATE 2*
It took much less time than anticipated (hours instead of days) to get everything updated. Everything should *mostly* be working fully & properly now. Thanks again to the CS:GO team and community for the support.

The overview/radar map still needs to be updated and cleaned up. I've start a discussion thread if anyone out there is willing to do some play-testing and report any bugs back, as there's undoubtably bound to be some in there. Hopefully in the next month a re-written script package and tutorial will be available for mappers to create more (and hopefully more creative) VIP levels.

NOTE to servers:
The VIP/Assassination mode here does _NOT_ require any special SM plugins or otherwise, the logic is integrated into the map itself. That means it can be run in classic competitive/casual mode along with your regular defuse and hostage maps without any special configuration. Note there may be problems when running this map with any plugins that change the player's skin/model. The models used by the player are vital to the game logic and it may malfunction if the models are modified by an outside source.

Some known issues/differences from old VIP mode:
->The first round start-up may be a bit messy when done without a warm-up round. The apparent problems should self-correct when the match begins though.
->No weapon restrictions (except for VIP.) It's a bit tough and hackish to enforce custom weapon restrictions, plus I feel that the restrictions may discourage potential players from giving the game mode a chance. Possible future feature though, if enough people request it.
->VIP can pick-up and use dropped grenades & pistols (they cannot purchase and are always equipped with a default load-out though.)
Without weapon restrictions I think this is fair for the VIP/CTs.
->There's no VIP "team." The VIP is randomly selected each round ensuring the same player won't be picked again for up to 10 rounds (pending on the number of players.) Potential future feature could be to allow upto 5 CTs to volunteer for VIP and cycle through a volunteer list, and only select randomly if there are no volunteers.
->When you try and switch teams, sometimes it won't let you saying "Humans can only be CTs." This is intentional, and a bit of a hacky way of disabling team-switching while playing as the VIP (and consequently the CT team as a whole.) Will try and find a better work-around for this.
->Issues with bots. Other than being a bit derpy and troll-like at times (eg: at times VIP will stand idly next to the rescue, then decide to run into a storm of gunfire *guh!*,) there are a few issues related to bots:
- The VIP bot can pick-up and use primary weapons. There's no way I know of to detect if a player is a bot or human inside the script, and the commands/code needed in each instance can differ.
- When a player takes control over the VIP bot, when they reach the escape they won't be teleported or weapon stripped (but they will still win the round.)
- Again, when a player takes control of a bot the objective logic can run awry, and often will incorrectly identify the CT player who's the VIP... resulting in every CT being the VIP. Working on a fix for this.

Other than fixing some minors bugs, the next full update & tutorial package may be a bit of time still. Currently working on finishing a L4D2 mutation/mod/mode script that's nearing completion of the first version. And I have an idea for another mode for CS:GO called "Resource Control," bringing elements of an RTS game as a continuous objective/strategy gameplay mode into CS:GO. That may be further away yet still, but stay tuned if you have any interest.


*UPDATE*

A huge thanks to everyone for all the support! Your efforts are much appreciated, and a huge thanks to Valve and the CS:GO team for fixing-up the bugs that were hindering custom gameplay!
Check back in the next week for a proper working version of the current VIP mode script. And hopefully a clean rewritten version shortly after that. I should hopefully have a tutorial and guide to creating VIP maps ready for the community in the near future. Check back for a link to that as well.
Thanks again, everyone.

...

Anyhow, about the map itself:
There have been significant changes made to the default SDK version of de_inferno in
order to transform the flow of the level into something more suitable for VIP missions.
This includes:
-> Switching team spawn locations.
-> Changing the "B" objective zone to a spot half-way closer to the (former) CT spawn than
it was previously.
-> Changing the "A" objective zone to a spot slightly closer to the (former) CT spawn.
-> Opening-up some areas and creating more sneaky-peeky spots.
-> Creating an alternate route for each main objective area.
-> Creating a slightly less-linear flow between main objective areas.
-> More use of vertical aspects such as roofs, ledges, ladders, boost-spots, windows and
snipers-nests.
-> Replacing & reorganizing the bomb-site props with more suitable props & arrangements.
-> Removing some unhelpful cover and adding new hard & soft cover spots at strategic points.
-> Other small changes.
Popular Discussions View All (4)
13
24 Dec, 2016 @ 5:48pm
Issues/Bug Reports/Suggestions
Sgt Jesus
0
22 Apr, 2018 @ 2:15am
Game restarting after 30 seconds
Bob the Exorcist
0
14 Apr, 2015 @ 3:41pm
Vscript Example
Savage
132 Comments
S₭ұ Go 13 Sep, 2020 @ 7:08am 
BEST!
Jöööns MO 5 Nov, 2018 @ 5:55pm 
how to do that VIP logic script. I would like to do assassination/vip map but I dont know how to get the gamemode.
27 Jul, 2018 @ 8:49am 
plz Delete mp_restartgame 30
okoyl 6 Sep, 2017 @ 12:36pm 
After changing the paths as you suggested and repacking again with pakrat, the map works worst. lol, what am I doing wrong? And did you publish as_oilrig yet?
LnG 26 Jul, 2017 @ 1:34pm 
It is restarting due to valve changing model paths for sas and seperatist from models/player/ to models/player/custom_player/legacy

I have updated the vscript in my map as_oilrig, anyone could easy repack this map with the vscript from that map or just change paths in the .nut file in this map using any text editor.
carl.g. 29 Mar, 2017 @ 4:37pm 
Delete mp_restartgame 30! It messes up the game so badly
essentiality 18 Oct, 2016 @ 12:14pm 
the creators name's like the account was stealen :P
XXX 14 Oct, 2016 @ 8:02am 
please delete mp_restartgame 30
⚧Ardee⚧ 10 Oct, 2016 @ 7:53am 
game keeps restarting in 30 seconds
Ripp 3 Oct, 2016 @ 12:26pm 
I like the style but it is broken, it restarts every 30 seconds