One thing you need to know is that you need to find a map that you want with the same size as "afghan,rust, or derail".
#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
}

main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;
wait 4;
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}
#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;
wait 4;
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}
One thing you need to know is that you need to create your own fastfile for this to work or find a map that you want with the same size as "afghan,rust, or derail".
#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
}

main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;
wait 4;
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}
#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
maps\mp\mp_underpass_precache::main();
maps\mp\mp_highrise_precache::main();
maps\createart\mp_highrise_art::main();
maps\mp\mp_underpass_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap( "compass_map_mp_highrise" );
setdvar( "compassmaxrange", "3000" );
game[ "attackers" ] = "allies";
game[ "defenders" ] = "axis";
level._effect[ "rain_mp_underpass" ] = loadfx( "weather/rain_mp_underpass" );
level._effect[ "rain_noise_splashes" ] = loadfx( "weather/rain_noise_splashes" );
level._effect[ "rain_splash_lite_64x64" ] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect[ "rain_splash_lite_128x128" ] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect[ "river_splash_small" ] = loadfx( "water/river_splash_small" );
level._effect[ "drips_fast" ] = loadfx( "misc/drips_fast" );
level._effect[ "lightning" ] = loadfx( "weather/lightning_mp_underpass" );
X=0;
Y=0;
Z=0;
wait 4;
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_noise_splashes" ], (X, Y, Z) + (0,0,300));
playFX(level._effect[ "rain_mp_underpass" ], (X, Y, Z) + (0,0,300));
wait 2;
playFX(level._effect[ "rain_splash_lite_128x128" ], (X, Y, Z));
wait 2;
for(;
{
playFX(level._effect[ "lightning" ], (X, Y, Z));
wait 5;
}
}
Copyright © 2026, NextGenUpdate.
All Rights Reserved.