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Counter-Strike: Global Offensive - SDK

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This is a sub-page of Development:Counter-Strike: Global Offensive.

To do:
de_inferno visgroups.

The Counter-Strike: Global Offensive SDK includes raw map files for certain maps.

maps#

Summary#

instances#

File

NET Date

Description

capture

└─ control_point

February 6, 2013

cs_office

└─ cs_office_main

May 29, 2012

de_aztec

└─ de_aztec_bg_pyramid

May 3, 2011

└─ de_aztec_bg_pyramid_top_a

February 10, 2011

└─ de_aztec_bg_pyramid_top_b

May 3, 2011

└─ de_aztec_bg_pyramid_top_c

May 3, 2011

└─ de_aztec_main

June 4, 2012

└─ de_aztec_pyramid_top_a

February 10, 2011

└─ de_aztec_pyramid_top_c

May 4, 2011

de_inferno

└─ de_inferno_arch1

October 11, 2011

└─ de_inferno_arch3

October 11, 2011

└─ de_inferno_arch3b

June 16, 2011

└─ de_inferno_bldg4_ruins

May 8, 2012

└─ de_inferno_lighting

September 22, 2011

└─ de_inferno_main

May 29, 2012

└─ door_wood_c_close

September 1, 2011

└─ door_wood_d_close

September 1, 2011

└─ ss_inferno

April 24, 2012

de_nuke

└─ de_nuke_main

June 8, 2012

de_train

└─ de_train_main (vmf)

June 8, 2012

└─ de_train_main (vmx)

June 8, 2012

gg_baggage

└─ gg_baggage_select (vmf)

June 8, 2012

└─ gg_baggage_select (vmx)

June 8, 2011

lights

└─ office_garage_light_on

October 26, 2011

└─ office_overhead_light_off

February 10, 2011

└─ office_overhead_light_on

November 1, 2011

└─ office_sconce_light

February 10, 2011

baggage_light_on

May 8, 2012

baggage_sconce_on

May 8, 2012

spawn_ct

May 3, 2012

spawn_ct_p1

May 8, 2012

spawn_t

May 3, 2012

spawn_t_p1

May 8, 2012

ss_dust2

February 14, 2012

ss_nuke

April 6, 2011

ss_office

May 8, 2012

ss_train

May 8, 2012

train_ibeam_horz_a

September 16, 2010

train_ibeam_horz_b

September 16, 2010

train_ibeam_vert_a

September 16, 2010

train_ibeam_vert_b

September 16, 2010

Main Folder#

File

In-Game?

NET Date

Description

ar_baggage

✓

June 4, 2012

cp_dust2

✗

February 6, 2013

A version of de_dust2 meant for the example Control Point gamemode, which is based on an older version of the map. Only 75% of the map is accessible, with Long A being blocked off.

cp_rooftop

✗

February 6, 2013

Another Control Point map set in some rooftops, but with a twist.
Terrorists have to capture 3 Control Points while Counter-Terrorists snipe them from an adjacent building. Bots don't quite understand the map: Counter-Terrorist bots will jump off as soon as the round begins and Terrorist bots will freeze in place. The map seems to re-use geometry from Left 4 Dead's No Mercy map, more specifically, the finale.

cs_office

✓

June 6, 2012

de_ancient_zoo

✗

December 18, 2019

de_aztec

✓

June 4, 2012

de_dust2_zoo

✗

August 24, 2017

de_inferno

✓

June 7, 2012

de_nuke

✓

June 8, 2012

de_nuke_zoo

✗

February 1, 2016

de_train

✓

June 8, 2012

cp_rooftop#

The CT spawn. The Terrorist spawn. One of the control points. Leftover geometry from No Mercy's final map, viewed with mat_fullbright 1. Ditto.

Unused Visgroups#

ar_baggage#

_escalator_steps#

Steps for the escalator seen in T Spawn, under _escalator_steps. Disabled because players never normally see these during gameplay.

ggselect_weapons#

Under "Gameplay" there is a visgroup for what-are-meant-to-be weapon spawns. The visgroup itself has no entities however. Presumably meant for the cut Scavenger mode, as the mode is referred to as "Select" in certain HUD concepts.

DNC#

An entire set of visgroups, presumably all disabled for compiling puropses, as DNC stands for Do Not Compile.

_skybox_ref

A scaled-down version of the map, made from orange dev textures and placed in the 3D skybox. When this is enabled, the map will not compile because the sky_camera entity is inside of these brushes.

_old lights and _old_lights_2

Older versions of lights. _old lights is a bunch of lights scattered around the middle area and _old_lights_2 is some light_spot entities and a metal beam on the large window.

_window_bars

Some blocklight tool brushes, meant to act as "bars" for this same window. In-game the lighting difference is marginal.

_indices error

A visgroup that may have been disabled because it caused an indices error.

cs_office#

-art_removal#

The ERRORs, in-editor. In-game they're simply invisible. A missing texture, which is supposed to be a brush-based whiteboard.

Some details removed from the map. Notice the missing models, which in the Hammer editor point towards some bookcase models from L4D2.

de_aztec#

skybox geo#

Under "DNC" there is a visgroup for a downscaled version of the map. This one is not placed inside the actual 3D skybox, though.

_old_crates#

Older versions of the various boxes around the map, all seemingly based on Counter-Strike: Source's Aztec boxes.

_old_doors#

Brush-based doors that are missing textures. Replaced by the model-based ones in final version.

_perf_removals#

Tool textures disabled in Hammer++ for visual clarity.

Various bits of shrubbery removed from the map for performance reasons, all lacking models.

de_train#

_missing models#

A lot of missing models, all pointing towards CS:S leftovers.