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.
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de_randomweps
   
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Tags: Map
Tags: Arms Race
File Size
Posted
Updated
2.714 MB
9 Mar, 2021 @ 10:23am
7 Apr, 2021 @ 1:50pm
3 Change Notes ( view )

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de_randomweps

In 1 collection by sniggyfigbat
mg_randomweps
3 items
Description
A map for the gimmicky randomweps gamemode variant, in which all players are given a randomised loadout every round. Designed to fill a similar niche to the Demolition gamemode, this is good fun for those seeking something between Armsrace and Casual.

Each round, all players will be given a random secondary and some assortment of primary, armour, 'nade, and gear. It is also possible for an additional weapon to spawn in the underground tunnels, perhaps providing an invaluable edge.

Best at 3v3, although it should work fairly well at a variety of player counts.


Setup
Generally speaking, getting this running is fairly trivial. If hosting it as listen server on your client, you may wish to use the dev-console command bot_quota_mode fill; bot_quota 6;, this will enable bots and prevent them from simply sitting immobile in spawn.

If hosting on a dedicated server, setup is very slightly more complex. In addition to the bot_quota cvar changes, you will also want to whitelist the 'say' command so that the server can speak to chat. This isn't difficult; open csgo/bspconvar_whitelist.txt in your dedicated server's files with some sort of text editor, and scroll down to the bottom. On a new line, inside the curly brackets, probably just below the sv_camera_fly_enabled line, put the following: say 1. This tells your server that maps are allowed to use the say command to print to chat.

The easiest way to run this map from the command line is to use +host_workshop_collection 2419785660 +workshop_start_map 2419779841; provided you've supplied a valid -authkey argument the server will launch the map in a specialised mapgroup.

The final potentially useful trick is how to increase the maximum player count of the Wingman gamemode. For a dedicated server, this can be done by creating a scrimcomp2v2 section in gamemodes_server.txt and changing the "maxplayers" term in it to, say, 10. For anyone hosting a listen server, changing the "maxplayers" value in gamemodes.txt will also work, but is not recommended practice and may cause issues down the line; it's probably best to just use Competitive mode.


I hope people get a kick out of this, and please leave feedback! If you enjoyed it, perhaps try de_randomweps2 and de_randomweps3!
4 Comments
raaaaaa 9 May, 2021 @ 10:05pm 
rep
sniggyfigbat  [author] 11 Mar, 2021 @ 7:08pm 
@sn0wsh00 Armour is maintained between rounds for the same reasons.
sniggyfigbat  [author] 11 Mar, 2021 @ 7:07pm 
@sn0wsh00 Yes, slightly odd as it may seem, weapon rollover is intentional. I find it strikes a reasonable balance between periodically resetting the playing field while still letting players feel like they're gaining an advantage by winning. It also adds an extra variable over when to go for a spawn in the tunnels, as that may prove a critical asset for a losing team to regain parity.
sn0wsh00 11 Mar, 2021 @ 2:24pm 
Really like what you've done here. Good work!

I did notice, though, that you allow players to keep weapons round-to-round. Is that intentional?