Report Mod
Office Strike
Version 1.3 | Last Updated: 01-08-2018, 08:41 PM
Status: Public
Views: 544
Downloads: 260
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[Image: AbeQZ0a.png]
"I've caught wind about one of the FBI offices in Downtown just received large sums of cash being stored in a vault within. 
Along with a very secretive server with juicy data fetching for a high price. 
Let's show these guys we mean business."

Loud Only Heist

Office Strike is my first and complete custom heist I've made using the Beardlib editor. I have worked on this heist for a few months as a way to learn how the editor works and just for fun as an activity to do.

The heist's general layout and design is based off the game Counter-Strike, "cs_office" map. 
I choose to base my custom heist from cs_office because when I started trying to place floors and walls randomly around the map, it sorta resembles to the cs_office map from Counter-Strike. 
While I did not have a clear plan or idea what I wanted to make at the time. I just thought I'd try to replicate cs_office as best I can while learning how to use the Beardlib Editor. 
Then I continued adding more things and experiments with Cop spawns and objectives which I ultimately ended up making it into a full blown heist. 
I've also looked at other custom heists made by others and Overkill's heists in the editor to find out how certain things work and figure out how to apply them into my own heist.
There's a lot I managed to get added into my heist and I'm proud that I finally finished the heist.

I had a lot of fun creating this heist and I hope I can continue making more heists in the future. Though being the procrastinator that I am... ehh.

I'll happily try to listen to any feedback that you might have and try to update the heist for fixes or changes. Please be nice though.

I'd like to give thanks to some people but... you'll have to find the secret room for that.  ;)

As of v1.3 this heist now supports custom achievements. Requires the Custom Achievement API to work.

Install Instructions:
  1. Make sure you have the latest versions of BLT2 and Beardlib.
  2. Download and extract the files.
  3. Place the "Office Strike" folder into your "Maps" folder in your main Payday 2 directory.

Hope you have fun!  :D


Big thanks to Luffy for help solving the Packages issues for me.
Bigger thanks to DerSushy.exe for creating the lovely logo for me to display on the mod page.
  • Added heist icon and loading screen image.
  • Added 11 custom achievements. (Requires Custom Achievement API to work.)
  • Fixed some units that were broken/changed from a update.
  • Tweaked the navigation in the back outside area where the helicopter is.
  • Increased the first PC hack time to 175s. (from 150s)
  • Increased the Firewall PC hack time to 125s. (from 100s)
  • Increased the vault gate drill timer to 90s. (from 60s)
  • (Last time I will be messing with hack/drill timers for now. Think I've found the sweet spot for the heist time length I'm looking for.)
  • Cleaned up element placements in the editor a bit. (It's still a mess)
  • And other small tweaks and edits I forgot to document.

  • (One of the most criticized part of my map so far is that there can be a lot of waiting during objectives. I feel the same way after reading over what people said and ran some extra tests. So this update mainly focuses to reduce the waiting during the heist and make the heist a little faster to complete. Hopefully making it more enjoyable to play.)
  • Added a new asset to buy during the loadout screen. This will highlight 1 out of the possible 2 keycards that spawn in the heist.
  • Reduced the first PC hack time to 150s.
  • Reduced the FBI manager PC hack time to 30s and will now trigger the firewall PC hack in 15s within starting the FBI PC hack. (Firewall PC hack time left untouched.)
  • The drills for the Doors in the Vault will now only take 60s to drill, less with drill skills of course. (Since I couldn't change the drill time on the door itself, the sequence manager for the door has no entry for setting drill times, I have to completely make the functionality of drilling through the door or use shaped charges using separate units and linking everything together. Not perfect but it all works. But it's the cost of having less time for the drill. Thanks Overkill.)
  • Reduced the time to wait for the escape by a small amount.
  • Increased the respawn time for Snipers and Rooftop cops by a small amount.
  • Changed the mesh variants of the security keycard terminals to better show which ones you can't interact with.
  • Changed the process of the first step of getting into the secret room. Now you'll need to find and use 8 buttons around the map to trigger the next step. (This also means you can do the secret before the escape now)
  • Added a slightly angled player collision in front of the desk counters. This should make it a bit easier to jump over for those having trouble.

     - Reduced the number of Packages loaded for quicker loading times and prevent crashing when using High Graphical settings. (Thanks again Luffy!)
     - Fixed a crash related to the cops wall breach.
     - Fixed some minor z-fighting/clipping.
     - Added a voiceline for Bain when starting the Firewall PC hack.
     - Added a couple of snipers. (Something I'm trying out from feedback. Let me know what you think.)
     - Opened the first gate door in the Vault. (While I can't reduce the time for the drills, or just couldn't find it, I opened the first gate door in the Vault. This is for just to reduce the wait time from drills before getting to the server. So now it's just 1 door to the server and 1 door to the cash. I'm also trying this out from feedback. Let me know what you think.)

     - Added auto-updates

     - Initial Release

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11-03-2017, 06:57 PM
@Sucking Broccoli Stems
Simply add one.

10-27-2017, 05:50 AM
Checking my directory here, there's no maps folder. What do I do?

10-27-2017, 03:14 AM
damn, that was hard and good
and i feel i was playing moving bag simulator :y

10-20-2017, 12:24 AM
I finally got the chance to play this map after having it installed pretty much since the first release and it took me far too long to realize where the uh.."inspiration" was from but man it's a fun heist...and super lucky of the the game had one of it's rare crashes (the ones where it's not got anything to do with mods) while I was I'd say probably half way through which is fun. Long story short: top map, I'll be looking out for more by Trooperjack.

10-14-2017, 01:20 AM
wew that secret room. That was a hell of a thing. I did it but wasn't able to secure any bags because it took me a solid 3 minutes + 2 downs just to walk through the horde of cops one way.

10-14-2017, 12:56 AM
Yea my friend has bad internet so it might be it.

10-14-2017, 12:01 AM
@Iron Predator
Well that isn't suppose to happen for sure... it could be a fair chance that it maybe a de-sync related issue. Which is out of my control really.
I will say that I have not tested the heist a lot with other players, just only one of my friends who helped me test things throughout before the initial release. We didn't really stress test for issues for drop-in clients and such so there maybe issues there.
I'll try to see if I can find anything when I have one of my friends to test with next time.

10-13-2017, 11:48 PM
I tested the map and it's super cool, really. One thing is the helicopter escape, it's damn hard!

10-13-2017, 11:29 PM
I found a huge issue on this heist. If your friend joins in this heist during the middle of the match, theres a chance the first objective door will be already opened for him without needing to do the server room objective. My friend was even able to do the objectives before the first one even finished. 

10-13-2017, 09:40 PM
Hmm... no idea. Sorry bud. Maybe a mod you got on is conflicting with something. Not sure.

Glad you enjoyed my map! Nice job getting through on OD. I'll see if I can put the video in the description. :P

I didn't modify/change or create loot in anyway. Just the assets and options that are already available to me to use. I do believe its possible though but I'm not the right person to ask. :P

Luckily for you, I already increased the respawn time for snipers for v1.2  :P

@Boblehead Bob
I would like to make the heist stealthable at some point. I originally planned to have stealth as an option from the start but had trouble getting things to work properly at the time. So I just focused on making the heist loud only. It'll take some time make to make it stealthable and make sure it's functional and fun. But I also like to move on and try make other things. So it's a maybe... but not right now. :P

10-13-2017, 07:34 PM
Hey, i wanted to ask if you can maybe make it stealthable? I would love that! :D Of course only if you can and want!

10-12-2017, 06:56 PM
Tone down the sniper spawnrate. They made escaping almost impossible

10-12-2017, 12:25 AM
This is one hell of a heist. Were you able to create/customize your own loot by appearance/name? (Asking if it's possible, if it is, then I have an idea for a heist I plan on making)

10-11-2017, 07:49 AM
This is great! It made really good use of the map and varied the objectives just enough to keep it from feeling like gate after gate. The only issues I noticed were really minor, namely some AI pathing issues with the directions they were facing as they moved, and that I found the van long before the escape objective was ready. But nothing that would keep me from giving this a 10/10.

10-10-2017, 06:32 PM
I have literally nothing bad to say about this heist - it's really well made, especially for a first attempt - colour me impressed! Looking forward to more from you :)
Optimisation is great, I never dropped below 120fps, usually sat around 160-170 even during full assault. No crashes at all.
The assaults feel solid, the snipers are just enough of a pain, but not too much. Cover is well thought out.

All in all a really nice job, well done! Will definitely be playing this again, gonna pimp it out to my mates. Big thumbs up.

Here's a solo OD run if you're interested

10-10-2017, 02:39 PM
Use russian enemies, to get the real CS feeling :P

10-10-2017, 02:24 PM
Application has crashed: access violation



        payday2_win32_release  (???)     ???                                                
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        payday2_win32_release  (???)     ???                                                


Current thread: Main
Script stack:
       _create_statics_unit()  core/lib/utils/dev/editor/coreworlddefinition.lua:918  
                     create()  core/lib/utils/dev/editor/coreworlddefinition.lua:522  
               create_world()  core/lib/utils/dev/editor/worldholder.lua:110      
                  init_game()  lib/setups/gamesetup.lua:589                        


Crashes as soon as the map loads. Any thoughts?

10-10-2017, 05:10 AM
@Trooperjack It may just be a bug on Overkill's part, but regardless its good to double check. I also hope that you continue making heists!

10-10-2017, 01:33 AM
@Leon S(pooky)
You can actually jump over the desk counters from that side but it can be slightly annoying to do just to get over. I think I have an idea to make it easier without lowering the desk counters so I'll give that a try soon.

That sounds odd... When me and my friend tested the map the escape works normally as they should. I'll have a look anyways and see if I accidently changed anything or not.

Thanks! Glad you enjoyed my map!
 It runs smoothly because I only used Occluders to optimise my map. Portals were tricky to get working properly without accidently de-rendering parts of the maps off. :P

I already have elements set up for a cop helicopter to come and drop off some specials at the back. But it only shows once when the van escape is triggered. Might have it set to come by once in a while just to drop off some specials. Never had thought of the idea until now.

I've tried making the van animate to drive away somewhere but there's not alot of animations available to use well enough. Same goes for driving in. So I just left it as is for now.

The cop wall breach was like the best idea I had while creating the heist. I think it works so well both as a way for cops to move around quicker between the two areas and as an alternative route for players. It's great. :P

It can be tough to manage 4 power boxes alone yeah. I might have it randomly only show 2 or 3 power boxes instead but I'm not quite sure about that. Still would like it to be a challenge but if people think less is better then I can make that change.

Ye, thanks again for playing my custom heist!  :D

10-09-2017, 11:36 PM
Really good and impressive map man!

 -It run smooth and idk how you have made portals work that well, but sure they work well!
- It is nice to have the random chopper at the back sometime
- It is weird to wait for the escape when the van is already here (except if i missed something)
- The cops wall blowing shortcut is lovely.
- 4 Power Boxes was a bit tedious alone, but in group it must be easier
- Overral the map is really, really great and neatly done, well done again!