What is Rush?Rush is a game type from the battlefield series, notably battlefield bad company 2 and battlefield 3.
The game type is simple: attackers destroy the bomb sites and the defenders disarm/protect them.
The game consists of 3 stages, with 2 bomb sites in each stage.
A majority of the map is locked off to begin with, and the attackers must destroy the 2 bomb sites in stage one before the second stage is unlocked.
Once all 3 bomb sites have been cleared, the attackers are declared the winners and the game is restarted/level is changed.
Every time an attacker spawns, a ticket is deducted from their pot. If the attackers lose 120 tickets before they progress to the next stage, they lose. Tickets are reset after each stage.
The only thing I would recommend is a mod that controls respawning and weapons. A classes script would be a benefit.
The MapThis is my latest Rush map for CS:S. It is based in a city and starts from a neighbourhood and progresses through to until ending in a shopping center.
After hours of BETA testing with the DTK Community, we have finally worked out the bugs and I am happy to release this map in its final stage.
I tried to make it as balanced as possible on all stages and have included multiple points of access to each bomb site on each stage, eliminating bottle necking for the most part.
Bombs per stage: 2
Bomb Timer: 30 seconds
Attacker Spawn tickets: 120
Progression delay: 10 seconds
The map: developerI have broken up the three stages with closed area portals, ensuring high FPS throughout the map. When stage one is cleared, the AP is opened for stage 2, and again for stage 3 once stage 2 is cleared.
The Rush mechanics are taken care of by my prefab, but require a mod to allow respawning and weapons. The map automatically hooks round end until the map is cleared, or the tickets are reduced to 0.
I normally like to test new skills inside a map, and this one was purely about optimization. I have used various tactics for optimization ranging from AP's to hint/skip brushes, occulders and shaping the skybox a certain way to stop rendering on certain parts.