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mg_mario_party

A Map for Counter-Strike: Global Offensive

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Chain chomp update and more! 2mo
  • Overhaul Completely changed how chain chomp works. The chain chomp will now chase you around the map organically and will change target when its current target dies. M4's will spawn after 60 seconds.
  • Optimization Optimised the map significantly.
  • Optimization Lowered the file size by 20%
  • BugFix Fixed the teleporters in the obstacle so they won't pile players on top of each other.
  • Improvement Added a barrier on game start for thwomp game so players don't accidentally fall into lava.
  • Adjustment Changed model from Octodad to Horsehead man.
  • Adjustment Edited the area inside Mario says to add more ambience to the room and edited to buttons to the same font as the flags.
Lowered file size - 2.1 2y Final update - v2.X 2y Version 1.3.1 now live. 3y Now working on CSGO! 4y

Finally available on CS:GO!

I have spent many hours updating and polishing this map. This update sees the introduction of 3 new mini games, and the removal one 1.

This brings our total minigame count to 23!

Here is a list of the minigames that are included in this map. More detailed information can be found further down.

  • Platform Peril
  • King of the Hill
  • Pirate Climb
  • Fight Yard
  • 3x Random combat mini games
  • Sky platforms
  • Floating Islands
  • Hunger Games
  • Scoutzknivez
  • Mario Says
  • Chain Chomp
  • Obstacle
  • Knife Arena
  • Skipping 
  • Sniper Thwomps
  • Hexagon Heat
  • Speed SMGs
  • Thwomp Falls
  • Block Fort Combat Arena
  • Pirate Island
  • Random deathmatch in spawn

The entrance is a giant circular room with 16 question mark boxes in the middle. When players spawn, they must try and hit their heads on the boxes, attempting to find the correct box. When the correct box is selected, a mushroom will spawn and run away from the players (a physbox +thrusters) and a player must walk into the mushroom to be teleported to the selection room (above). 
The boxes randomize each round so it will rarely be the same box that gets you in. If a player falls down or does not select a game, it will automatically select the game after 45 seconds from round start.

This game mode usually turns a few heads (which is what we are going for) so we decided to add it. 
Players start in a pipe in the middle of the map.The countdown begins and the players are elevated above the pipe when the game begins. There are 3 types of guns that spawn (randomised): deagle, dak dak and m3 shotty, as well as some knives. All guns only have clip ammo and no reloads. 
When the game starts, players must find a gun on the map and kill each other to win.
Change: has since been changed to free for all.

This was my first attempt at an obstacle course, and I think it went well. It is hard to find the balance in obstacle - make it too easy and players complain, make it too hard and player complain more. 
We built this obstacle to replicate the elements in Mario. Easy - Summer, Snow - intermediate, Desert - hard, Castle - very hard. You obviously start in summer and progress your way through creative obstacles in a race to the finish. First one to the end wins the match.

This was the last minute mini game as most of the team dropped out of the project and I had to build something quickly. I am quite happy with how it turned out though. 
There is a pillar in the middle with 2 propellers, 1 on each end. When the game starts, they will rotate around the pillar, moving up and down every 2 seconds. It gets incredibly challenging trying to predict the movement at high speeds. 
This is the kind of game you will keep dying on, but it will be hilarious and make you want to come back for more.

This was a late addition to the map. It is located in the center of the pipe for selection. 
It uses a targeting system that will select a random player on the island and target them with a giant boulder (physbox). As the game progresses, the boulders spawn more frequently and the island gets smaller and smaller. Knives spawn in the middle after a period of time to help end the round.

I will do a write up for the old mini games as a lot of people havent played the JB map. Hexagon heat is a fun game involving multi colour platforms and a quick response time. 
A colour is selected at random and displayed above the platform, and players must run to said colour as quickly as possible or they fall into the lava and die. The game gets increasingly faster as more colours are selected, and if any do manage to survive, knives will spawn and players can knife fight while trying to keep their balance.

Platform peril is the game you love to hate, and you hate to love. It is a race style game that proceeds up a series of platforms. 
As the game progresses, the platforms will begin to fall making it challenging to those left behind. There are a series of obstacles obstructing your way on the way up so you need to be quick but smart at the same time.

This is the same pirate climb from the secret minigame in the JB map. The only difference besides its automated start up, is the fact that 33% more boulders spawn now. 
The objective of the game is to get to the top of the tower as quickly as possible while dodging the boulders. The first person to the top gets a cool mushroom hat to make them feel better - while everyone else dies. 
There are also 2 sets of lasers that the player must maneuver around.

This is my personal favorite. The game is similar to that of Simone says. It is based off the mini game "Shy guy says" but there are no shy guy models available so I decided to make it Mario says. 
Players move themselves onto platforms in the map. After the allocated delay time, the floor will break and players will be trapped on their platform. Mario will begin to hold up a series of flags with letters or nothing on them. Players must use their control buttons to do what Mario says. If you choose incorrectly, your platform descends into the water and you die. 
The game requires quicker response times as it progresses.

I added the King of the hill game into the original port to CSGO, but it didn't work very well (the game would end due to people killing each other and not the map objective). I have since updated the release to hook the round_end and allow for both teams to respawn until the map objective is complete.
The objective of the game is to activate the middle circle in the map for your team and hold it while it counts down. First team to reach 0 wins.

A cool little knife arena battle area with a rotating cannon that shoots randomly. Is very normal to die by the cannon more than the knife!

A scoutzknivez based game on a small multi level map. There are ladders to access to the top pillar or the second level walk way. Small to ensure a fast, fun game.

The map consists of 3 islands along a rectangular map. On each side is the CT and T spawns, and in the middle are 6 thwomps going up and down at random times. The aim of the game is to snipe each other with the random sniper you are given.

The chain chomp will target a random player and chase after them until the player is dead. The player can lead the chain chomp in an attempt to kill others in the minigame.

This map spawns each team at each end of the map and assigns them a random SMG. They then battle it out in the arena with 3.0x speed.

Each team spawns without a weapon. They acquire map weapons like in fy_iceworld and battle to the death. Team vs team.


Each player must select 1 of 4 platforms before the 8 second timer runs out. After 8 seconds, they will be stuck on their platform and the cannon(s) will fire. If the cannon in front of your platform fires, you die. Last man standing wins in this RNG mini game.


3 new mini games accessible via the ? portrait. The 3 featured games are:
  • Nova combat arena
  • Negev combat arena
  • SSG08 low gravity combat arena


The newest edition to the map. Created after block fort from Mario Kart 64 - Battle, this map features diamonds scattered around the map that will provide any player that runs into it with a random weapon after a short delay.


The players spawn in on 9 thwomps that will randomly lower themselves into lava and then return. Knives spawn and game turns into free for all after second descend sequence.

I am very happy how the map turned out and I would like to thank all those involved in the process. If this release is successful, I will look to port more of my maps across.
Please rate and leave feedback. 
Enjoy!

The only thing you need to do besides extract this map to your maps folder is to go into your: Steam\steamapps\common\Counter-Strike Global Offensive\csgo folder and open bspconvar_whitelist.txt
Once the file is open in notepad, go to the very bottom and add a new line (keeping in line with the syntax of the other commands) and add: 

say 1 
mp_solid_teammates 1 
mp_respawn_on_death_ct 1 
mp_respawn_on_death_t 1 
mp_ignore_round_win_conditions 1 
mp_teammates_are_enemies 1 
mp_death_drop_gun 1 
mp_respawn_immunitytime 1
mp_respawn_on_death 1

These cvars need to be added to your server's bspconvar_whitelist.txt located on your server in the main folder (same folder as addons, cfg, maps etc).

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  • Vick99 avatar
    Vick99 Joined 6y ago
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    Not sure if I'm the only one with this problem, but the map seems to be the exact same as the older version, even the same size. Don't know if you put the wrong download link...

    Bananite
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  • Wheatley_ avatar
    Wheatley_ username pic Joined 10y ago
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    Thanks for your time fixing the map, players really enjoyed this map but bugs were annoying :)

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  • im_the_new_guy avatar
    im_the_new_guy username pic Joined 10y ago
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    access_time 4y
    Hi all,

    I wish to announce that this map is now working again. I have put 20+ hours into fixing bugs and adding extra content.

    Check change log for more info.

    Enjoy!

    Creator of Hide N Seek mod
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  • Phosphor avatar
    Phosphor Joined 11y ago
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    **Pros:** - huge overall
    ParadoxX Reincarnation
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  • Anonymous
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    > **Posted by im_the_new_guy** > > Anyway, fixed a few other bugs. Let me know what you think. > The Hexagon Heat map doesn't seem to work. All the players will go to the correct color and it will still sink on the first color. -TimetoKill.net
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  • im_the_new_guy avatar
    im_the_new_guy username pic Joined 10y ago
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    access_time 5y
    OK I have updated this submission with a working version of the map. It turns out that (for some fucked up reason) you need to trigger enablemotion on the func_physbox_multiplayer in order for the trigger_teleport to recognize it as an entity (even though it didnt have the motiondisabled flag ticked...). Anyway, fixed a few other bugs. Let me know what you think.
    Creator of Hide N Seek mod
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  • im_the_new_guy avatar
    im_the_new_guy username pic Joined 10y ago
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    access_time 5y
    > **Posted by B2CJo** > > > **Posted by im_the_new_guy** > > > > > **Posted by B2CJo** > > > > > > Same here, the mushroom spawns when playing the map locally but not on a server. > > > > > > You probably used an entity that works only in single-player. > > > > > > I couldn't try all the minigames, but the map really seems to be awesome! > > > > It really is odd. The entity is definetly server side as there are multiple instances of it about that work, it seems to be the only one that doesnt. The point_servercommand doesnt work either... > > I checked the map, and there's only one func_physbox_multiplayer (the mushroom). As I said, it's more than probably the issue. Try other entities. Yeah seems like the problem from what ive read online. Could someone add cs_enable_player_physics_box 1 on their server.cfg and run the map, advise if it works? Cheers
    Creator of Hide N Seek mod
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  • B2CJo avatar
    B2CJo Joined 6y ago
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    > **Posted by im_the_new_guy** > > > **Posted by B2CJo** > > > > Same here, the mushroom spawns when playing the map locally but not on a server. > > > > You probably used an entity that works only in single-player. > > > > I couldn't try all the minigames, but the map really seems to be awesome! > > It really is odd. The entity is definetly server side as there are multiple instances of it about that work, it seems to be the only one that doesnt. The point_servercommand doesnt work either... I checked the map, and there's only one func_physbox_multiplayer (the mushroom). As I said, it's more than probably the issue. Try other entities.
    Bananite
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  • im_the_new_guy avatar
    im_the_new_guy username pic Joined 10y ago
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    OK so the issue I am facing is the fact that the map works pefectly in single player, but not multi. The say issue was fixed by editing the bspconvar_whitelist.txt (say 1) as B2C mentioned, but there is still the issue of the teleporter not working in multiplayer, but working fine in singleplayer. Any ideas?
    Creator of Hide N Seek mod
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  • im_the_new_guy avatar
    im_the_new_guy username pic Joined 10y ago
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    > **Posted by B2CJo** > > > **Posted by im_the_new_guy** > > > > > **Posted by B2CJo** > > > > > > Same here, the mushroom spawns when playing the map locally but not on a server. > > > > > > You probably used an entity that works only in single-player. > > > > > > I couldn't try all the minigames, but the map really seems to be awesome! > > > > It really is odd. The entity is definetly server side as there are multiple instances of it about that work, it seems to be the only one that doesnt. The point_servercommand doesnt work either... > > Never rely on point_servercommand to work. The say command is not available by default and many people don't [want to] allow it. > > All commands and cvars can be allowed by servers with the bspconvar_whitelist.txt file, look at the default values if you want to know what you can usually do (this file is kept default by most servers). > > This was obviously done to prevent some backdoors in maps. Shit. So this could affect the addoutput commands that are essentially responsible for teleporting the mushroom down as well?
    Creator of Hide N Seek mod
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