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---
title: "Making Your First CS 1.6 Map: de_ Layout and Required Entities"
excerpt: "Build a minimal but playable defusal map: seal the world, place both team spawns, add buy zones and a bomb site, light it, and compile it into cstrike/maps."
category: "mapping"
tags: "mapping, beginner"
image: ""
read_time: "8 min read"
---
<p>A defusal (<code>de_</code>) map is the most forgiving place to start, because it needs only a handful of special entities to be playable: two sets of spawns, a buy zone for each team, and at least one bomb site. Everything else — cover, rotations, timing — is level-design craft you refine later. This walks the minimum viable map, the pieces the engine actually requires, so your first compile drops you into a round rather than a "server info" error.</p>

<h2>1. Seal a world-brush room</h2>
<p>Draw a large box and hollow it (or build six world brushes) into a sealed room. This is the single most important rule in GoldSrc mapping: <strong>only world brushes seal the map</strong>. If the shell leaks, VIS and lighting never run — see <a href="/tutorials/fix-leak-in-hull-pointfile">fixing leaks with the pointfile</a>. Texture every face; untextured faces cause compile warnings.</p>

<h2>2. Place both team spawns</h2>
<p>CS uses two different spawn entities, one per team, and the names are not intuitive:</p>
<pre>info_player_start        &lt;- Counter-Terrorist spawns
info_player_deathmatch   &lt;- Terrorist spawns</pre>
<p>Place them slightly above the floor so players do not spawn stuck in the ground. For a full server you want roughly 16 of each, spread out so players do not telefrag on spawn. For a first test, four of each is enough. Point them in a sensible facing direction using the angle property.</p>

<h2>3. Add a buy zone for each team</h2>
<p>Players can only buy inside a buy zone. Make a thin brush covering each spawn area, tie it to <code>func_buyzone</code>, and set its team so CTs buy at their spawn and Ts at theirs:</p>
<pre>Brush over CT spawn  &rarr; tie to func_buyzone (team: CT)
Brush over T spawn   &rarr; tie to func_buyzone (team: T)</pre>
<p>The buy-zone brush should use a tool/trigger texture (e.g. AAATRIGGER) so it is invisible in-game. Without a buy zone, players spawn with a pistol and no way to buy, and you will think the economy is broken.</p>

<h2>4. Create a bomb site</h2>
<p>A bomb site is a brush tied to <code>func_bomb_target</code> (some FGDs also expose <code>info_bomb_target</code> as a point marker). Cover the plant area — a corner of the room is fine for a first map — with a trigger-textured brush and tie it:</p>
<pre>Brush over plant area &rarr; tie to func_bomb_target</pre>
<p>With a bomb target present the game auto-arms the map as a defusal round: one T carries the C4, CTs must defuse. No hostage entities are needed for a <code>de_</code> map — those belong to <code>cs_</code> rescue maps.</p>

<h2>5. Light the map</h2>
<p>Without a light entity the whole map renders fullbright (flat, shadeless). Add at least one <code>light</code> entity, or a <code>light_environment</code> if the room has a sky. Set a brightness that is not blinding — the fourth value in the light's color is intensity:</p>
<pre>light  _light "255 255 220 200"</pre>
<p>For an outdoor area, texture the ceiling with the <code>SKY</code> tool texture and add a single <code>light_environment</code> plus an <code>info_sunlight</code>/angle to cast directional sun. One indoor <code>light</code> is enough to prove the pipeline works.</p>

<h2>6. Name it correctly and compile</h2>
<p>Save the source map with a <code>de_</code> prefix (e.g. <code>de_firsttest</code>) so the game treats it as defusal, then run a full compile from <a href="/tutorials/jack-editor-setup-cs16">J.A.C.K.</a> with all four stages enabled. The output <code>.bsp</code> must land in <code>cstrike/maps/</code>. Add it to your rotation via <a href="/tutorials/mapcycle-txt-setup">mapcycle.txt</a> and, if you host downloads, mirror it through <a href="/tutorials/fastdl-setup-guide">FastDL</a>.</p>

<h2>Troubleshooting</h2>
<ul>
<li><strong>Spawn as spectator / cannot join a team</strong> — you are missing one of the two spawn types. Both <code>info_player_start</code> and <code>info_player_deathmatch</code> must exist.</li>
<li><strong>Round never starts / "waiting for players"</strong> — no <code>func_bomb_target</code>, so the game has no objective. Add a bomb site.</li>
<li><strong>Cannot buy anything</strong> — no <code>func_buyzone</code> over the spawn, or the brush is not actually tied to the entity.</li>
<li><strong>Map is flat and shadeless</strong> — no <code>light</code> entity, or you compiled without RAD. Add a light and run the full toolchain.</li>
<li><strong>Map will not load, "leak" in console</strong> — the shell is not sealed; walk the <a href="/tutorials/fix-leak-in-hull-pointfile">pointfile</a>.</li>
</ul>

<h2>Verification</h2>
<p>Launch a local server on the map with a couple of bots (see <a href="/tutorials/install-yapb-bots">installing YaPB bots</a>). You should spawn on a team, be able to buy at your spawn, pick up and plant the C4 at the site, and see the map lit rather than fullbright. Once the minimum map plays a full round end to end, iterate on the layout — cover, two bomb sites, tighter timings — and re-tune the final compile using the <a href="/tutorials/zhlt-vhlt-compile-parameters">VHLT parameters</a>.</p>