The guards have to look for the prisoners, they could win the round by escaping the prison.
As this is still a map in development , there
could be some bugs and incomplete areas.
Thank you for playing and have fun :)
A polished version of the early concept map at the development stage from 2009 can be found here:
- 11 minigames (8 minigames outside + 3 minigames in the underground)
- Deathrow (with working electric chair) (Picture)
- Infirmary (heal zone) (Picture)
- Lounge (Picture)
- Main building (Picture) - Each of the 22 jails can be opened separately and together
- Armoury at CT-spawn (Picture)
- Everyone who has a key can open savetyrelevant doors (a CT without key can't, but a T with key can,...)
- Fully free accessible premises (except the shootingrange and roulette house, because of securityrelevant doors)
- enterable security towers around the wall
- Catwalks for a better overall view
- nearly only custom content used
- Colors (Picture) How to play:
- Soccer (Picture) How to play:
- Pool (diving platform for 3, 5, 7.5, 10, 15 and 20 meters)(Picture 1) (Picture 2) How to play:
- Simonsays (Picture) How to play:
- Car Derby (Picture 1) (Picture 2) How to play:
- Shot for Shot (Picture) How to play:
- Shotgun Roulette (Picture) How to play:
- Shootingrange (Picture) How to play:
- Race (Picture) How to play:
- Disco (Picture) How to play:
- Beam Jump (Picture) How to play:
- more detailed 3d-sky
- Detail overlays
- General bug fixing...
Press "START" to start the game. The game is a new concept from colors, while you won't die instantous when you are on the wrong color. You will only get hurt, but if you get on the right color, you will get healed. Also colors are not on the same segment, the game will select the colors randomly every round. Press "STOP" to stop the game, but this won't work while the game is selecting the color segments to prevent bugs.Open and Close opens or closes the big window to prevent the players from getting out of the game.
Assuming you know how to play soccer, the "reset" button will reset the soccerball and the score
Use the arrows to raise and lower the floor.
Assuming you know how to play Simonsays, open or close the windowed door with the referencing button.
Before you can enter a car, you have to select one of the gamemodes at the console, which are explained below. You can change the gamemode after pressing "STOP" on the main console, it will also reset the minigame. Enter a car by pressing the colored button on one of the small consoles. Once you are in a car, you have to wait 2 seconds until the engine runs. Then drive with the movement keys (default W,A,S,D). Fire (default left mouse button) gives you some more speed (only forward). Reset your car into the garage while pressing the right mouse button. This function is disabled in the gamemode "Last wins".
You can enter a car whenever you want, until stopped. Reset is available. Getting out and in again will reset your car, too.
Select and press "START" to begin the countdown. When the countdown has expired, the derby begins and you can't get in a car anymore. Reset is disabled. You can get out of your car, but it's disabled then.
Arrange at the line you want to shoot, free sight or blocked. One player stand in one unit, the rival in the other unit. Before you start, you may set your shooting distance by pressing the referenced button on the console. Then go in position - you may shoot alternating, because that is the reason why this game is named "Shot for Shot". If you need a weapon, go to the small armoury of this game to get a Deagle and/or an AWP. A CT may open it When a CT orders to put the weapons away, be sure to use the devices to do so!
Press "Start" and the shotgun will rotate until it stops after a random time and shots the player(s) who are standing in the shotguns line of fire. Remember this is a shotgun!
As first the complete shootingrange has to be enabled by a CT. Then he has to enable all stages where to be shot. Enabling is the green button, red is disable. Disabling the complete shootingrange will disable all stages, too. Once at a stage, there are weapons, a reset-button and 3 buttons for moving the target to a specific distance. If you don't have a weapon right now, you may take one. Then press "reset" to spawn your target. You can move it to a specific distance with the 3 buttons, they are defining the distance from you to the target in metric meters. When a CT orders to put the weapons away, be sure to use the devices to do so!
First time you press "Start", clips will be enabled and players will be teleported out of the trails, second time enables a countdown, where you have to go the start of one of the racing tracks. After the countdown has expired, you cannot enter a track anymore. The first player who gets to the finish will be rewarded by one point.
Play a song by selecting one of them using the arrows and pressing on the song's number. You can stop a song by pressing on the button for the same song again. Enable some more action by pressing the "BALL" button or the "FOG" button.
It's nearly the same as "Rope Jump", but this time with lasers. You can select the lasers you want to jump by on the console, eg. 4 beams or just one. Different color means different damage. The rotate will raise its speed infinitely variable, so there will no sudden speed change. You can set the maximum speed at the console.The how to play descriptions are placed in the map (at the referencing game) as well.
Some things from the to do list:
When you put this map on your server, these commands are very necessary:
- cs_enable_player_physics_box 1
- mp_weapons_allow_map_placed 1
- net_maxfilesize 500
- mp_warmuptime_all_players_connected 0
- mp_warmuptime 0
- mp_freezetime 3Roundtime as per server (I think the best would be between 5-10 minutes, but does not have to be respected)
To all players who want to play this map on a server: make sure you have
in the startoptions for your CS:GO
- maxdownloadfilesizemb 500
Please write in the comments, what I should improve. (preferably after playing the map :D)
I'm sorry about the huge file, but this map is using very much custom content. I've tried to get this smaller, but I can't get it in the moment.
Bloodbath in Paradise - WiP Workshop Link
Some random facts
115 different textures (without tooltextures) and 900 different prop models were used in this version.
current vmf revision is 369 (times saved), using instances for more efficient working with the lighting and the individual minigames.
VBSP needs 43 seconds for calculating.
VVIS is running on normal for 97 seconds, calculating 2743 portalclusters and 6637 numportals.
I am using texlights for lighting, mainly because of saving entdata.
The VRAD before the wildfire update is doing its job well, I can test my map after 30 minutes in fast rendering. Default settings increase this time to about 3 hours and 30 minutes.
I will never compile with the current version of VRAD, because it is bugged (black props) and if I compile with the settings recommend by Valve, the compile will take around 267 hours (11 days) and I would still see some artifacts.
The map is living over the Source-Engine limits,
- currently running with 316.5% entdata
- HDR leaf ambient is at 109.6%
and if not over, very close to:
- 96.2% of the brush-limit (7881/8192) used
- 93% (13950/˜15000) props used
And so is the time taken: after the first concept in 2008, this is now the 4th layout version I am working with.