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)
Login to comment.