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mg_pw_haze_v2

A Map for Counter-Strike: Source

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sinkable, rideable, sailable pirate ships, and a massive sea monster to boot!

Edit: Tried to fix the broken formatting of the post after a gamebanana update or something.

(There are three versions of this map to accommodate for every server's hardware capabilities/player preferences!)
After what was apparently about a year and a half (or more) I have finally gotten around to updating mg pw haze to a version 2!
This map is essentially Pirateship Wars from Garry's Mod (as the ships are taken from this with permission by Captainshaun, the original author of the ships) but brought to css along with some pretty extravagant original additions. The (full) map consists of two main play-areas: Ocean, and Stomach.

---OCEAN---

The Ocean contents of the map consist of 2 fully sailable, semi-destructible, completely sinkable, physics-based pirate ships that each team can sail about the ocean, and attack with. And these ships consist of:
-8 fully aimable upper-deck cannons (4 on each side) that can be used to blast away pieces of an enemy ship!
-A food bar below deck with slow (team-specific) health regeneration and a hidden music button (different songs per ship)
-Ladders on both sides of each ship to allow for quick boarding.
-3 detachable masts! They can be knifed to pieces, or fall down upon the ship taking enough damage. (Each mast lost causes the ship to lose 33% of its speed) -Destructible rotor! (If the rotor is hit with a cannonball, the ship loses its ability to turn)
-A gradual sinking phase once the ship has taken enough damage. (Signified by the ship losing all three masts) -A destructible powder keg in the front lower-deck of the ship, concealed behind a damaged wooden door! (If the door is broken down, and the barrel destroyed, the ship will immediately begin its sinking phase)
-Tip signs to quickly inform new players about how their environment works (mostly just the above information, but with less words)

Players are also limited to only having knives for this area of the map, to encourage naval battles, or hostile boarding! The ocean water itself causes minor but constant fatigue damage, but only on the surface of the water. Swimming just beneath the surface will cause no fatigue damage, but you eventually need to resurface for air. This makes lone-swimming a hazardous but viable tactic for hostile boardings even if the ships are far apart.
Additionally, the Ocean area of the map has a massive sea monster. Her name is 'Drone'. She is given her namesake for the eery low-toned moaning noises she makes when awoken (on a random timer), as well as when she swims nearby. If you or your ship are swallowed by Drone, you die instantly upon her jaws clamping shut. However, if both your ship and the enemy's ship are swallowed at the same time, the game instead continues within her stomach! This is known as a 'Stomach Run'.

---STOMACH---

The Stomach Run contents of the map consist of two Fragment Ships, which are essentially your larger ships, but chewed up and broken into but a small fraction of what they once were. Still mobile, if only just, they have only 1 cannon each, and with each piece broken from an enemy cannon ball, the fragment ship loses more and more buoyancy until it can't even stay afloat with a single player on it.

There are two perk locations in Drone's stomach that helmsmen can float over to.

-The S.S. Captainshaun is a wrecked vessel that made it into the stomach in much better shape than your own ship, but still far too damaged to ever sail again. Inside this wrecked ship, you can find grenades and flashbangs, as well as three pistols to provide you and your surviving teammates with extra power to finish the round.
-Regeneration Goop can be located in a short cavern within the stomach lining. Signified with a distinct blue glow, the healing liquid falling from the purification sac above will coat any players who pass through the small wall of goop, and grant them permanent but slow health regeneration for the rest of the round (plus double the heal rate if you stand in the puddled area while coated) There is also a single deagle that can be found on the middle stretch of stomach separating the fragment ships. A smoke grenade, 2 frag grenades, and a pistol can also be found on the long abandoned viking ships at the entrance and within the cavern of regenerative goop.

-Regurgitation Rapids-

Take note, though: If both teams survive for too long inside Drone's stomach, Acid Reflux will occur! When this happens, the stomach acid your fragment ships float upon will begin to rise and eventually flood the entire stomach, putting the continuing battle on a timer. The only way to survive Acid Reflux is to turn it into full-on regurgitation, and steer your busted up vessel through 1 of 2 possible canals (1 for each team's fragment ship) that lead to the back of the throat. If you and your team are skilled enough to stay afloat through the Regurgitation Rapids, you will eventually wind up pressed into a close-quarters pit of rising stomach acid, where you will have one final chance to sink/kill your enemy, or live and let live as both of you ride the regurgitation all the way to the top, and back out of Drone's mouth.

===============================

What's that? The hardware that runs your server isn't top-notch and causes lag when the sea monster eats ships?
You don't like the file size of the map causing such a long download for your players?
You don't like the Stomach Run in general?
You think the sea monster ruins perfectly good naval battles that would have had a clear victor otherwise? You think the fog is annoying?
You think the ships are too far apart and it takes too long to get into actual battles?
Well you're in luck! There are two other versions of mg pw haze_v2 available for download to fix any or all of these complaints.
(Check the alternate downloads for mediafire links to the individual versions if you do not want to download the .zip hosted here which contains all three in a single download) You can download:

mg pw haze full v2 - which consists of 100% of the content the map was originally built with, but weighing in at a whopping 118 megabytes of embedded .bsp goodness (or badness, depending on the quality of your fast dl server)

mg pw haze half v2 - which consists of roughly 50% of the content the map was originally built with. The stomach run, and secret ship music are completely redacted, and instead you only have the two ships and the sea monster. This version weighs in at a much more acceptable 54 megabytes.

mg pw haze quarter v2 - which is roughly 25% of the content the map was originally built with. The stomach run, the secret ship music, the sea monster, and the ocean fog are all completely redacted. You are left with nothing but the two fully functioning pirate ships that are roughly 70% closer to each other on a still nighttime ocean, turning this version into more of a highly upgraded mg_piratewars (without the lifeboats). This version weighs in at a much more average size of 26 megabytes, fitting right in with, or probably considerably below some of your more popular obstacle course maps for instance.

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  • darkertemplar avatar
    darkertemplar Joined 6y ago
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    > **Posted by Nail89** > > Physics takes all the cpu resources. There are too many complex physics objects. I suggest that you should get rid of a huge part of such objects and replace them with client-side ornament (non-physics) objects, or with server-side illusion objects. Spawn all the physics objects only when it's necessary. The fewer objects exist, the higher server fps If I made the pieces of the ship be illusion objects, I would therefore have to add a trigger_brush over every single one that could only be triggered by enemy cannon balls to tell when that specific ship piece could be destroyed or not. The entdata for the .bsp was really high anyway, and surprisingly, even trigger brushes add up to the total maxmapplanes limit, which I had to do some tedious optimizing to try and get low enough for it to even compile on an earlier version of the source engine that did not significantly lower the maxmapplanes to compensate for cross-platform compatibility. There were many issues and problems and nightmare quick-fixes necessary just to get the map into the stable version it is right now, so unfortunately, it's as good as it's going to get. The amount of physics objects that make up each ship was not actually created by me, but a whole lot of the ship all together was changed around by me. I can vouch that, not including breakable chunks that the ship could not have in any cheaper or more practical of a manner, that the entirety of each ship is only comprised of three very large func_physbox brush group entities. So yeah, there unfortunately already are as few physics objects as possible for the naval battles to still actually happen. I actually did already try and optimize quite a bit of it by making the sails be their own models parented to the masts, and the helms are also brush-made models parented to the ship. There is not much that can be done in terms of physics strain that is anything short of downgrading the ships substantially to the point that there could only really be 3 to 4 active people tops on a ship, and all the rest are just useless and feel less motivation to play or stay onboard.
    Bananite
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  • Nail89 avatar
    Nail89 Joined 12y ago
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    Physics takes all the cpu resources. There are too many complex physics objects. I suggest that you should get rid of a huge part of such objects and replace them with client-side ornament (non-physics) objects, or with server-side illusion objects. Spawn all the physics objects only when it's necessary. The fewer objects exist, the higher server fps
    Bananite
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  • darkertemplar avatar
    darkertemplar Joined 6y ago
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    > **Posted by Nail89** > > The map is really cool, but it requires to much resources. On my xeon it only runs well with 4 players. When there are about 40 players, the server just freezes. > I can suggest replacing some parts of the ships with prop_dynamic_ornament, and only spawn physics objects when it's necessary I do not see how prop_dynamic_ornament would help. Perhaps for the stationary aesthetic props, but if you mean chunks of the boat, I do not understand how you think that could work.
    Bananite
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    Nail89 Joined 12y ago
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    The map is really cool, but it requires to much resources. On my xeon it only runs well with 4 players. When there are about 40 players, the server just freezes. I can suggest replacing some parts of the ships with prop_dynamic_ornament, and only spawn physics objects when it's necessary
    Bananite
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  • darkertemplar avatar
    darkertemplar Joined 6y ago
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    As a side note: Unless you are reading this from a year or more after it was posted, I am (and odds are, I would still be) plenty interested to play my map with you on your server along with a group of larger people. I have not exercised it under the multi-player conditions it was built for quite as much as I'd like. If you add one of these three maps to your server(s), feel free to drop a comment letting me know so I can come play it with you and your players! (unless of course you are interscopenetwork, in which case I chuckle heartily)
    Bananite
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Credits

Key Authors
darkertemplar (sharktemplar on steam)
Overall environment design, sea monster design, ship modifications, 85% of triggering
Original Authors
Captainshaun
Original ship brushwork/triggering
Contributors
Dr. Medic
Modified sail and flag textures
Phoenix
Sea monster eye texture

Submitter

darkertemplar avatar
darkertemplar Joined 6y ago
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darkertemplar
Creator
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Development Info

Notes
Please check the alternate download links for individual downloads to each of the three maps if you know which one you want, and do not want to download the others with it. ==================================== Official changelog of v2: Additions: 1) Regurgitation Rapids (with custom music) as a means of escaping Drone's stomach during Acid Reflux. 2) Extra chunks to fragment ships. 3) New, more condensed and informative tip signs. 4) Full collisions to wrecked ship in Drone's stomach. Can now walk on all decks and climb all masts. 5) Blackroom spawn teleport that teleports respawned players to the Stomach Run if one is present (requested by admins). 6) Ending with credits upon both teams escaping Drone's stomach. 7) Added water churning noises for when Drone leaps out of water. 8) Added 16 extra spawn points to allow for a total of 40 possible players at once. Changes: 1) Changed Fragment Ships to only lose buoyancy from taking physical damage. 2) Reduced main ships' health. Maximum number of lost chunks is now 43 to begin sinking. 3) Removed starting guns to encourage cannon battles and skirmishes. 4) Changed around Stomach Run weaponry: Deagle in center. 3 pistols + infinite grenades and flash bangs at wrecked ship. 2 grenandes, 1 smoke grenade and 1 pistol on small viking ships near regeneration falls. 5) Lowered main ship rails back down as guns are no longer present for main map battles. 6) Changed around health of masts and powder keg door: Both large masts require 5 stabs to break. Small mast requires 4 stabs to break. Powder keg door requires 7 stabs to break. 7) Changed the ship side ladders to be actually climbable instead of a cheap teleport trick (thanks to a new method that allows for mobile ladders) 8) Numerous other smaller changes to environment/gameplay Inspiration came from Pirateship Wars of Garry's Mod, with the original ship designs taken from Captainshaun and his revival of the gamemode (with permission). I knew the source engine was capable of more than what mg_piratewars and all it's upgraded knockoffs had achieved, so I hunkered down and poured my soul into this, and now after dozens and dozens of random issues and quick-fixes and unforeseen engine limitations and nightmare-ishly tedious patches later, I am happy and proud with how it came out, and that I finally got it to do everything I wanted it to do when I first started getting the main ideas for the map. The only plans in the future this map has is to be converted over to Garry's Mod and re-released as an official Pirateship Wars map. Other than that, as far as css goes this project is done, and I may or may not make future maps with the same physics-ship-battle elements in the future, but if I do it will definitely have a new sea monster! (any help would be much appreciated on such an endeavor if you have experience in modeling/animating/texture design so the creature can be much more beautiful and terrifying) Drone moan sounds and body/jaw/stomach textures all taken from the fantastic but dead hl2 mod Insects Infestation 1.1.1 alpha. Only known bugs are the obvious wonky collision behavior with players towards moving ships. I.E. pressing yourself into a back wall when the ship is in forward motion, getting briefly stuck on the upper-deck railings if the ship is in motion, etc etc. Typical source engine physics malarkey, but nothing serious, frequent, or map-breaking.

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