de_pophouse

Map by MistaX88 [COF]

Using default textures along with a few custom textures by MistaX88.

This map starts off as a small 1-bombsite map that is set up with limited weapons in an attempt to make it play like a Demolition map from CS:GO and be
fun for smaller servers. As player counts increase, however, areas of the map open up to reveal more areas including more weapons and a second bombsite!

Special thanks to everyone who helped me figure out how to set up the counting system at The Whole Half-Life! twhl.info



Play COF! clancof.net



Bugs:

There is a round 1 bug where sometimes extra doors will open that can't be fixed as far as I can tell. I believe this is caused by a rapid switch from warmup
to round 1 that doesn't allow the counters to be reset making it count a few players in warmup followed by counting the entire team on top of that on the
start of the round.

Sometimes when the player count on a team is right on the line the next door that is supposed to open will not open. This isn't a big deal for the extra
path and second bombsite but it is a big deal for the weapons doors as there are limited weapons for players. I have rectified this by reducing the
number of players required to open each weapon door by 1. This slightly throws off the weapon balance I was aiming for but doesn't completely ruin it
since the balance would still be thrown off by one extra player causing a door with 5 more guns behind it to open. Sometimes it will fail to count a few
players at once, particularly on the CT side of the map, causing a weapons door to stayclosed when it is needed to be open and potentially keeping a new area
closed. This usually rectifies itself on the next round. I cannot find a way around this bug. Goldsource entities can be fickle and it will just have to be part of
the "charm" of this map on this old game.

On round 1 sometimes multiple players will come in through the same teleport destination and could potentially become stuck or die. This only happens on the
first round and I believe it has to do with the fact that you actually spawn in a dark room, fall through all the triggers that count you and equip you, and
then finally hit a teleporter to enter the "real" spawn area. I think that on the first round when players spawn in slowly the game will utilize the same
spawn because it is now "clear" (since you immediately fall out of it) but there is no way for the game to take into account the fact that you are falling
into a teleporter and can run into trouble on the other side.