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CS2 Surf Mapping

Liam edited this page Dec 16, 2023 · 6 revisions

Trigger Naming Standards

When porting/making maps, you can use trigger_multiples to mark out zones the timer should hook into. To ensure maps function correctly with the timer, please follow these standards when naming the triggers:

Map Zones

  • map_start (AND/OR (s)tage1_start) - Start zone of map (AND/OR start zone of stage 1)
  • map_(c)heck(p)ointX - Checkpoint X of map
  • map_end - End zone of map
  • (s)tageX_start - Start zone of stage X
  • (b)onusX_start - Start zone of bonus X
  • (b)onusX_checkpointY - Checkpoint Y of bonus X
  • (b)onusX_end - End zone of bonus X

Brackets indicate shorthand. For example: s4_start, b2_end, map_cp1, b2_cp3

Timer Utility Zones

  • (s)urf(t)imer_stop - Stop the player's timer if touched. Useful to invalidate the timer in case of potential exploits/skips.
  • (s)urf(t)imer_reset - Stop the player's timer and send them back to the start zone if touched. Useful to block off areas/skips from access.

Brackets indicate shorthand. For example: st_stop, st_reset

Usage of info_teleport_destination

The timer uses info_teleport_destination to identify what angle a player should be facing when they use any command to teleport to a specific zone. (Eg: /r, /rs, /stage, etc)

To ensure intended functionality when these commands are used, follow these guidelines:

  • Make sure your info_teleport_destination is inside the zone trigger for whatever zone it is used for. Otherwise, the timer will simply ignore it.
  • Make sure your info_teleport_destination is facing the intended direction you want players facing when they spawn.
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