nyuuzyou/wikis huggingface dataset:
Counter-Strike/Level Design/Escape Scenario

The Escape scenario was introduced in beta6. The Terrorist team spawns inside of a fortified location, and must escape to one of a few escape zones. The Counter-terrorist team must intervene and kill the Terrorist team before a certain percentage of the Terrorist team reaches the escape zones. The Terrorists will not be able to purchase any firearms. There will be an armoury, armoury_entity, somewhere in the map. The Terrorist team will have to choose whether or not to break into it, or to just make a run for the escape zones.
The rules are very freeform, so you can let your imagination run wild. If the percent of the Terrorist team reaches the escape zones, they win the round. If the Counter-Terrorist team kills more than x% of the Terrorist team before they reach the escape zones, they win the round.
Make sure:
* Your map must have one to three escape zones.
* Your map must contain an armoury.
* Your map must not have any entities from other modes of play in it, ie hostage_entitys.
* Your map must have the prefix Es_. Example: Es_trinity.
Category: Level DesignCategory:Counter-Strike
Counter-Strike/Level Design/Hostage Scenario

Hostage rescue was the first and only scenario to ship with beta1 of . It is now often referred to as the "classic" CS scenario.
== Setup ==
Add the "cs_" prefix to your map: cs_mapname -- If your map name was "city" for example, please name your .bsp "cs_city."
Place at max 10 spawn points of each type for each team, as Counter-Strike only supports up to 20 players (any more would be chaos and would make true teamplay difficult). 
Put the 10 spawns for each team nearby and in view of each other so each team can start together. Remember not to place a team's spawn too close to the other! 
Be careful with spawn placement, keep them 128 units away from each other to prevent telefragging.
Place around 4 hostage entities on the map, close enough so the Terrorists can guard them, but not too close so the Terrorists actually have to move around. 
== Theming == 
Your map should be realistic, and in a setting that can be recognized, where you might find a Terrorist group having a standoff with SEALs. 
Those playing your map must be able to say "Oh, gee, this is an x map" [where x is a realistic setting such as a bank, factory, office building, library, etc]. Your setting must be recognizable! You should also beef up the realism in your map by adding things such as chairs, tables, gun racks, missiles, bathrooms, etc. Custom textures can make your map feel more unique, just remember to pack them into your .bsp. Remember that Counter-Strike is teamplay only, so the map must be teamplay-specific.
== Make sure: ==
* Your map has at max 10 Terrorist spawns.
* Your map has at max 10 Counter-Terrorist spawns.
* Your r_speeds should not go over 900
Category:Level DesignCategory:Counter-Strike
Counter-Strike/Mods

=== Ultimate Warcraft 3 Next Generation by DarkAngel ===
Ultimate Warcraft 3 Next Generation (UWC3NG) is a raceless version of the Warcraft3:FT plugin you may be familiar with.
UWC3NG provides players with 50 playable levels and a freeform skills system which allows you to mix and match skills of your choosing.
In addition UWC3NG offers players a choice of 10 ultimate skills and you can train up to 3 different ultimates, as well as other special abilities.
UWC3NG also offers an optional Enhancement system to provide your character with even more customization.
UWC3NG is based on the new WC3:FT r11 plugin. It's also completely new rewritten!
Requires AMX Mod X v1.8.0 or higher.
Forums at http://wc3mods.net
Thread at alliedmods.net
=== Warcraft 3 Frozen Throne by pimpdaddy, Geesu and YamiKaitou ===
Also known as War3FT or Warcraft. For the , and .
Home page.
SVN.
Forums at wc3mods.net.
==== Races ====
Read external pages for details.
# Undead Scourge
# Human Alliance
# Orcish Horde
# Night Elf of Kalimdore
# Blood Mage
# Shadow Hunter
# Warden
# Crypt Lord
# Chameleon
=== Ultimate Warcraft 3 by K2mia ===
Forums at wc3mods.net.
=== Warcraft 3 XP by ferret (Spacedude/Dopefish) ===
This version is based on the same code base as the 2.22 series, the only difference is that it is coded specially for AMX Mod X. 
The older 2.22 series will work with AMX Mod, but the 2.6.x and future versions only work with AMX Mod X.
Forums at wc3mods.net.
=== Warcraft3 expansion by Ryan ===
An AMX plugin for .
Home page.
Forums at wc3mods.net.
Counter-Strike: Condition Zero

is an offering of single and multiplayer content with its Tour of Duty campaign, a large number of skirmish modes, updates, and new content for 's award-winning multiplayer gameplay, plus over 12 bonus single-player missions.
==Maps==
Condition Zero introduces eight original maps and twelve remade maps from Counter-Strike. While certain remakes only have minor lighting changes, others drastically alter the map's appearance.
Official Condition Zero versions of the official Counter-Strike maps, as well as the newly-added maps, use the prefixes (Bomb Defusal) and (Hostage Rescue) with the suffix at the end (example: ). All maps installed in the Counter-Strike 1.6 directory (cstrike) can be accessed from Condition Zero as well.
The maps that were remade for Condition Zero are:
*
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*
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*
*
*
*
*
*
The new maps that were added specifically for Condition Zero are:
* 
* 
* 
* 
* 
* 
* 
* 
Maps made for Condition Zero can be played in Counter-Strike 1.6 as well, although some decals may not appear correctly.
The following maps have NAV meshes for them included in the game files, but are not included in the game itself, nor in CS 1.6:
* 
* 
* 
* 
* 
* 
* 
* 
==Technology==
Condition Zero runs on a slightly modified version of , with the addition of detail textures and the debut of the "CS bot", which can be used to simulate multiplayer matches or to increase the number of players in a real multiplayer match. The CS bot features excellent AI and have numerous configuration options to provide a better playing experience.
==Development==
Condition Zero was originally developed by Rogue Entertainment in April of 2001, who were forced to scrap the project after only a month because of internal problems resulting in Rogue's closure. Following Rogue's attempt, was tasked with the job of creating Condition Zero. Gearbox's version was widely publicized, however, after many delays, Valve eventually passed the job onto Ritual Entertainment. Ritual Entertainment's attempt was eventually scrapped, however, their work was modified and released as . Condition Zero was finally completed by and .
Category:Gearbox Software
Category:Gearbox Software games
Counter-Strike: Condition Zero Deleted Scenes

A series of stand-alone, single-player missions that clone and stress the ideas of , assigns players to over one dozen standoffs around the globe, and features exclusive items and weapons. This game introduces many ideas that are found in , such as pseudo-3D-skyboxes with and using models for many details.
The game is included with the purchase of .
== Missions ==
Condition Zero was originally supposed to be released with 19 missions. However, the Steam version shipped with only 12 of the 19 original missions (plus the tutorial). The extra missions were added in updates, making the mission count 18, one less than originally planned.
No. 	Mission name 	BSP names	Organization	Designer 	Release date
0 	Counter Terrorist Training	 	SEAL Team 6 	Reid Kimball & Tom Mustaine	Initial release
1 	Recoil 	 	SEAL Team 6 	Luke Whiteside 	Initial release
2 	Lost Cause 	 	GSG-9 	Luke Whiteside 	Initial release
3 	Secret War 	 	Spetsnaz 	Russell Meakim 	Initial release
4 	Building Recon 	 	SAS 	Russell Meakim 	Initial release
5 	DrugLab 	 	SEAL Team 6 	Thearrel McKinney Jr. 	Initial release
6 	Motorcade Assault 	 	GSG-9 	Chris Voss 	Initial release
7 	Thin Ice 	 	Spetsnaz 	Russell Meakim 	Initial release
8 	Downed Pilot 	 	GSG-9 	Thearrel McKinney Jr. 	Initial release
9 	Hankagai 	 	Kidotai 	Todd Rose 	Initial release
10 	Turn of the Crank 	 	SWAT 	Richard Gray 	Initial release
11 	Alamo 	 	SEAL Team 6 	Richard Gray 	Initial release
12 	Rise Hard 	 	SAS 	Russell Meakim 	Initial release
Bonus	Fastline 	 	Kidotai 	Luke Whiteside 	14 Jul 2004
Bonus	Miami Heat 	 	SEAL Team 6 	Thearrel McKinney Jr. 	28 Jun 2004
Bonus	Pipe Dream 	 	Spetsnaz 	Mike Porter 	14 Jul 2004
Bonus	Run! 	 	Kidotai 	Todd Rose 	28 Jun 2004
Bonus	Sandstorm 	 	SAS 	Richard Gray 	14 Jul 2004
Bonus	Truth in Chaos 	 	Kidotai 	Todd Rose 	28 Jun 2004
== See Also ==
* Condition Zero: Deleted Scenes FGD
* List of Counter-Strike: Condition Zero Deleted Scenes entities
* Condition Zero: Deleted Scenes Full FGD (not compatible with )
== External links ==
* Condition Zero: Deleted Scenes - official website (archived, choose 2006 or earlier)	 
	 
Category:Counter-Strike
Counter-Strike: Condition Zero Deleted Scenes FGD

This FGD is considered to be a work-in-progress, while it does have all the functionality to make maps to the same quality of the main game, there might be some wonky stuff, mistakes or non-complete information about entities. There are still keys that are not fully understood and might not be understood until more experimentation is done.
== Important ==
Here are some things to remember when choosing to use this FGD. Alternatively, you can pick this FGD up from TWHL vault.
* Hammer 3.5 only supports entity classnames with up to 32 characters. Therefore, This version of the CS:CZDS FGD file is not compatible with the default Hammer Editor that is provided with HL1. In this case, It is suggested to use , an alternative to Hammer for GoldSource. The program supports Windows and Linux and adds a number of features for level editing and modding. If you still want to use Hammer, you should refer to this page and just add in the missing content.
* This is the most up-to-date FGD for CS:CZDS. It is an ongoing effort to bring users the best version of this FGD. If there are any bugs or things missing, please contact me and I will do my best to update it in a timely manner. 
* There are fixes provided in the FGD for the most common bugs in the game.
* If you are using J.A.C.K, the help button has a lot of information on usage of the entities.
* There is a section of the FGD dedicated to things that are slightly janky. This space is a space to document oddities within the game.
== FGD ==
Category:Counter-Strike: Condition Zero Deleted Scenes
Category:Custom FGDs
Category:GoldSrc FGDs
Counter-Strike: Condition Zero engine branch

Counter-Strike: Condition Zero engine branch was made by then then finish the engine. Counter-Strike: Condition Zero engine branch uses licenced code and is base off a earlier version of (v1.1.x.x/SDK v2.0) adds Detail textures. This branch runs on top of the original engine.
==Features==
*Player Bots
* Detailed textures
* HD models
=== Since 2013 SteamPipe Update===
* MSAA anti-aliasing - GoldSrc now natively support anti-aliasing, specifically, MSAA 4X, which is enabled by default on most modern hardwares. This will reduce the amount of jagged edges/staircases effect on the geometry.
== Availability ==
* 
* 
* (since ver.2) 
* 
* 
* 
== References ==
# Counter-Strike Neo (Ver.2) based on CS:CZ engine branch
# Counter-Strike: Nexon based on CS:CZ engine branch
Counter-Strike: Global Offensive/Authoring Tools

The Authoring Tools, also known as the Counter-Strike: Global Offensive SDK, is a set of software utilities that allow you to create your own levels, and other gameplay elements. They include versions of Source SDK tools that have been updated to work with the CS:GO version of the Source Engine.
==Availability==
The SDK is available on Steam to or owners with Prime Status running Windows. The Prime Status has to be bought through (prior to Oct 2023), or Steam, or by having bought before it became free to play (Dec 6, 2018). Players who have been awarded Prime from reaching rank 21 or higher are not given the SDK.
As of the CS:GO update in Oct 2023, under the branch, the option to purchase Prime Status directly from CS:GO has been removed, but it can still be purchased through CS2 or via its Steam Store page.
After the release of , you are still able to download the CS:GO SDK, even if you already owned the free prime upgrade. However, CS:GO Authoring Tools, aswell as the game, no longer receives any update or bug fixes.
==Downloading and Installation==
To install the SDK or:
# Open the Steam window.
# Click on the LIBRARY tab and then the TOOLS tab.
# Double-click on the Counter-Strike Global Offensive SDK entry.
# The CS:GO SDK will download to your computer via Steam.
# Once it has been fully installed, you will be able to launch it in the same way you installed it (from the Tools tab).
==What's included?==
The package includes: 
* Hammer, the Source level editor (Hammer v4.1, Build 9324 - May 5, 2022)
* Suite of command line compiling utilities, such as studiomdl and map compiling tools
* Model Viewer (Build date: December 13, 2022)
* Face Poser (Build Date: February 2, 2023)
* Example maps and Prefabs
==Where do I go from here?==
* If you want to learn about how to create content for the Source Engine in general, the main page of the Source SDK documentation is a good place to start.
* For tutorials on Level Creation and how to use the Hammer Editor you can use the Counter-Strike: Global Offensive Level Creation page.
Category:Counter-Strike: Global Offensive
==Technical Details==
* To avoid issues with launching the SDK or compatibility, Please ensure the CS:GO SDK is installed onto the same drive as Counter Strike Global Offensive.
Counter-Strike: Global Offensive/Game Modes/Custom

Custom is a game mode in .
It is an "empty" game mode allowing the mapmaker to customize it per map. ConVars can be set with a map specific CFG file csgo/maps/cfg/<mapname>.cfg.
Every map can be run in the Custom game mode. Possibilities are:
* Run it through the Workshop menus and choose the Custom game mode, if possible.
* Set and in the console before loading the map via map <mapname>. This is equivalent to invoking map <mapname> custom.
== Game Mode Description ==
This game mode allows map makers to run their map with a bunch of custom settings via a custom config file csgo/maps/cfg/<mapname>.cfg.
It allows to play mode variants like scoutzknivez and aim maps with their unique settings embedded right in the map.
So, how many new game modes will Custom support? We don’t know! We can’t wait to see what the community comes up with.
We’ve provided some Custom mode examples in the SDK which you can get by [steam://install/745 clicking here].
=== Technical details ===
When a map is loaded in any game mode, all whitelisted ConVars are set to their default value and are then possibly overwritten by subsequent config executions.
If sv_autoexec_mapname_cfg is not 0 while loading a map in the Custom game mode, then the CFG file csgo/maps/cfg/<mapname>.cfg is executed using , only affecting whitelisted ConVars listed in csgo/bspconvar_whitelist.txt.
Otherwise, the resulting game rules are very similar to Casual but with the noticeable differences mp_timelimit 5, mp_roundtime 5 and .
== Publishing ==
When you upload your map to the workshop, your cfg file will automatically get packed into your bsp file, so don't worry about packing it yourself.
;What else can I ship with my BSP?
:Lots of stuff! New textures, new models, new sounds and most importantly (for custom gameplay) you can ship VScript files. If you aren't familiar with VScript files, they are Squirrel language-based scripts that can be run in-game. To learn more about them, see VScript.
;How do I pack additional files in my BSP?
:This is covered on the CS:GO Map Publish Tool page along with what files are automatically packed in the BSP on upload.
== Execute CFG files using VScript ==
nType <- ScriptGetGameType()
nMode <- ScriptGetGameMode()
if (nType == 3 && nMode == 0)
{
	SendToConsole("exec " + GetMapName() + " */maps")
}
To achieve what this game mode used to be made for, namely the execution of csgo/maps/cfg/<mapname>.cfg, but without depending on sv_autoexec_mapname_cfg, we need only one short VScript with the concept named at CS:GO Game Modes#Game Mode dependent Events.
* Create a text file with the content shown on the right. Save it at csgo/scripts/vscripts/ or in a subfolder from there as a .nut file.
* In Hammer, create a logic_script and add this file to its Entity Scripts.
* In-game, the script will be executed every time a round starts. If the current game mode is Custom, the script executes the CFG file csgo/maps/cfg/<mapname>.cfg.
Accordingly, both the script and the CFG file must be packed to the BSP file when publishing, see e.g. VIDE.
Category:Counter-Strike: Global Offensive
Category:Level_Design
Counter-Strike: Global Offensive/Game Modes/Danger Zone

Danger Zone (internally: survival) is a fast-paced battle royale game mode built on 's tactical gameplay where players use their wits, skill, and resources to fight to the finish. Featuring solo or team play.
To launch a map in the Danger Zone game mode, invoke the commands or shorter: . See Counter-Strike: Global Offensive/Game Modes.
== Map Requirements ==
* The BSP needs the dz_ map prefix.
* 
:See dedicated page of this entity for more information.
:
:
:The footprint of the map must be made of a solid texture (nodraw or skybox will not work).
:Using other sizes for the map footprint or the trigger_survival_playarea may cause the deployment menu and the tablet radar to become misaligned.}} 
* 
:See dedicated page of this entity for more information.
=== Fundamental Entities ===
* 
: Point entity to specify location where gas canisters should launch from, usually in the 3d skybox.
* 
: Point entity for setting the name of a map region to display.
* 
: Point entity for spawning drone guns.
* 
: Point entity for spawning a parachute upgrade.
* 
: A trigger volume for hostage rescue zone.
* 
: A trigger volume that disables Tablets when players are inside of it.
* 
: An entity that will fire outputs when events happen during Survival Mode. For example playing after missiles launch.
: 
* 
: A trigger volume that defines the bounds of the survival play area.
* 
: Point entity that acts identically to , but can be locked and set up with and to create a door which requires money to unlock.
* 
: Point entity that acts as spawn point for various survival entities.
: 
== Map Overviews ==
=== Limiting area where players can deploy ===
This is controlled by a PNG file that needs to be located in with name format . It should represent an overview of the map, where black filled areas block deploy points. The surface area covered by this image corresponds to the play area trigger.
=== Adding overview image for tablet ===
This is controlled by a VTF file that needs to be located in with name format .
=== Adding overview image for deployment selection ===
This is controlled by a PNG that needs to be located in with name format .
== Prefabs ==
* Working dz_ map template by Zool.
== See also ==
* Creating custom terrain with Worldmachine
Category: Counter-Strike: Global Offensive
Category: Level Design
Category: Tutorials
Counter-Strike: Global Offensive/Game Modes/Demolition

Demolition (internally: gungametrbomb) is a game mode in .
It is a fast paced mix of bomb planting and gun progression.
A map can be launched in this game mode by invoking the commands game_type 1; game_mode 1; map <mapname> or shorter: map <mapname> demo.
On official servers, Demolition is played as a skirmish game mode, meaning that additionally, is set, too. This has the side effect that the map voting process at the end of the game also "offers" a different war game.
__TOC__
== Game Mode Description ==
On official servers, this game mode plays the same as but with the following exceptions, making it similar to :
* The scenario is Bomb Defusal with one accessible bomb site.
* Players have fixed weapons. Neither can they drop them nor buy anything.
* There is a weapon progression (a list of guns) for each team. In the first round, players begin with the first gun. If they make a kill in a round, they get the next weapon of the progression in the next round. They get a bonus grenade if they make more than one kill.
== Map Requirements ==
The Demolition game mode only requires spawn points for each team to work at all and one bomb site to play as intended.
=== Spawn points ===
Demolition uses and as player spawn entities.
It is a team game mode, so you will want to group the spawn points by team, and place them roughly equidistant from the bomb site, just like in the classic game modes like .
The use of special spawn points just for Demolition can be implemented with VScript, see Counter-Strike: Global Offensive/Game Modes#Game Mode dependent Events.
=== Bomb sites ===
Bomb sites work the same way as in every Bomb Defusal map. Make a brush textured with tools/toolstrigger, and with it selected, press + and change the class to func_bomb_target.
Consider using overlays to indicate the location of the bomb site, and to mark it's extents so players can easily identify where they can plant the bomb.
The official Demolition maps only have one bomb site but the game mode does also work correctly for any number of bomb sites, even though this is probably not intended.
If none is included, the game will not give a C4 entity to any of the terrorist players, making the scenario an Elimination Mission. If a hostage_entity is included, you get a Hostage Rescue scenario instead.
== Weapon Progressions ==
Custom weapon progressions can be defined in csgo/gamemodes_server.txt.
Category:Counter-Strike: Global Offensive
Category:Level_Design
Counter-Strike: Global Offensive/Game Modes/Weapons Expert

(internally: scrimcomp5v5) is a game mode in , that was added in .
To launch a map in this game mode one can use console commands game_type 0; game_mode 3; map <mapname>, or shorter: map <mapname> scrimcomp5v5.
== Game Mode Description ==
This game mode is equal to but with the following exceptions. The code on the right is the content of the CFG file csgo/cfg/op08_weapons_expert.cfg which represent the only differences to Competitive.
* Every player and each bot can buy each weapon at most once per match (unless it's warmup) which is set with the ConVar mp_weapons_max_gun_purchases_per_weapon_per_match. This ConVar only affects the buying of guns and pistols, it does not affect grenades and equipment, where equipment means the items Kevlar Vest, Kevlar + Helmet, the Zeus x27 and the Defuse Kit or Rescue Kit. The restrictions remain over the half time, so if a player has bought the AWP in the first half, they cannot buy it in the second half. In addition, the restriction is item-wise and not slot-wise, so if a player has bought the Desert Eagle in the first half, they can still buy the R8 Revolver in the second half, assuming they equipped them this way. The same applies to the item slots of the CZ75-Auto and the MP5-SD. 
* The freezetime is a bit longer to encourage coordinated buying.
* Best of 20 rounds instead of 30.
* The autosnipers G3SG1 and Scar-20 cannot be bought, done with the ConVar .
* The team loser bonus is $1900 instead of $1400.
Category:Counter-Strike: Global Offensive