csgo Map

newcooptest

csgo_deposit 06 Mar 2026 newcooptest
No Preview Available

Description

A test coop map, I made to work on for my main coop map. Hope this one is okay x GREATLY APPRECIATED --> *For those who want to help me* = I have 8 bots, each wave. "8 bots in each room" I have 3 rooms. I need to have the 8 bots spawn in their correct places in the first room, not 5 in the first room and 3 somewhere else. and the other 8 bots spawn in their places in the next room for the second wave, so on. What I'm also struggling with now, is having the warmup time take so long, I set the actual roundtime to 30 minutes using logic_auto (Outputs = OnMapSpawn, ServerCommand, Command, mp_roundtime 30) Yet when I published this map, it's 5 minutes. Like wtf. "I just realised only 5 enemy bots spawn too... I need 8, i even set it to be 8 in the script" My Logic_script / vscript is also as follows: wave <- 0; function RoundInit(){ //Will do this everytime you start the map/round because we call it in the OnLevelReset wave = 0; //Reset the difficulty to normal at start of the round SendToConsoleServer( "mp_coopmission_bot_difficulty_offset 1" ); ScriptCoopSetBotQuotaAndRefreshSpawns( 0 ); } function ChangeGameModeToCoopIfNotCorrect() { // This will change the game mode and game type if the player has not initialized this before starting the map. local game_mode = ScriptGetGameMode(); local game_type = ScriptGetGameType(); local map = GetMapName(); if (game_mode != 1 || game_type != 4) { SendToConsole("game_mode 1; game_type 4; changelevel " + map); } } function SpawnFirstEnemies(8) { ScriptCoopMissionSpawnFirstEnemies( amount ); ScriptCoopResetRoundStartTime(); wave++; } function SpawnNextWave(8){ ScriptCoopMissionSpawnNextWave( amount ); wave++; } function OnMissionCompleted() { //what will happen once you've completed the mission (you could play a sound) } function OnRoundLostKilled() { //what will happen if you loose the round because you died (you could tell the players that your grandma is better than them) } function OnRoundLostTime() { //what will happen if you loose the round because the time runs out (you could tell the player that they are like turtles) } function OnRoundReset() { //called when the round resets // IMPORTANT: you need a game_coopmission_manager that has the output 'OnLevelReset' when this is called you NEED to call this function // in order for the level to work properly every round! RoundInit(); } function OnSpawnsReset() { //called right before the round resets (usually used for correcting stuff when on a new round other stuff is immediately called) //enabled/disabled the correct spawns for the start. * means every group going from Terrorist_00 to infinite enemygroup_example EntFire( "wave_*", "SetDisabled", "", 0 ); EntFire( "wave_01", "SetEnabled", "", 0 ); EntFire( "CT_*", "SetDisabled", "", 0 ); EntFire( "CT_1", "SetEnabled", "", 0 ); } function OnWaveCompleted() { //Check which wave the player is and do stuff if ( wave == 1 ) { EntFire( "wave_*", "SetDisabled", "", 0 ); EntFire( "wave_02", "SetEnabled", "", 0 ); EntFire( "doorlocked1", "Unlock", "", 1 ); EntFire( "door_wave_01", "Unlock", "", 1 ); EntFire( "door_wave_01", "SetGlowEnabled", "", 1 ); } else if ( wave == 2 ) { EntFire( "wave_*", "SetDisabled", "", 0 ); EntFire( "wave_03", "SetEnabled", "", 0 ); EntFire( "doorlocked2", "Unlock", "", 1 ); EntFire( "door_wave_02", "Unlock", "", 1 ); EntFire( "door_wave_02", "SetGlowEnabled", "", 1 ); } else if ( wave == 3 ) { EntFire( "doorlocked3", "Unlock", "", 1 ); EntFire( "door_wave_03", "Unlock", "", 1 ); EntFire( "door_wave_03", "SetGlowEnabled", "", 1 ); } } *this text isn't part of the script --> I named the doors separating each room: doorlocked1, doorlocked2, doorlocked3. Thinking, they would unlock after each wave of bots has been killed. Not only do the bots spawn in different rooms for each wave, but the doors don't unlock either. ——————————————————————————— 📋 Steam Workshop Details Title: Gemini-Co-op-Test *Please, help me* Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1911403670 Author: https://steamcommunity.com/profiles/76561198073112865 📦 File Info Original file name: newcooptest.bsp File size: 1.40 MB (1,469,767 bytes) Created: 2019-11-12T13:03:52+03:00 (unix: 1573553032) Yandex Disk path: /2019/751466683658708565/newcooptest.bsp 🔗 Direct Links Steam UGC download: https://steamusercontent-a.akamaihd.net/ugc/751466683658708565/83CDAAAE2E48DA6367A71C1885DC52CD0C05F3EE/ ——————————————————————————— Uploaded from Yandex.Disk: https://disk.yandex.ru/d/EKAI0qKTkQkXtw Thanks to DepoSit (@DepoSitorim on YouTube) for preserving such a large number of maps.
deposit csgo steam hidden workshop cs go steam csgo maps csgo workshop maps

File Details

Filename newcooptest.bsp
MD5 Hash c88e2673d1...
Path /csgo/map/...

Comments (0)

No comments yet.

Login to comment.