csp_dust_b1

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A remake of de_dust from CS 1.6 to CSPromod

Here is the first csp_dust_beta release,it has a few errors that will be fixed in coming versions I remade it from 0 ,block by block.I release it now cuz I want to know what do you think about it and listen your comment to know what i have to do it Hope enjoy it

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  • 8y
    Xblah avatar
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    Posted by Blas_de_Lezo18[ESP]

    Good remake pal, but there are some things I would like you to remove:
    -The ropes between walls -screenshots 1 and 5- are not appropiate for a pro-styled map.
    -Homogenize the crates, removing those seen on the right side of screenshot 4. You could also change the cbble-themed ones (those darker).
    -Remove please the "Resist" spray visible in screenshot 5, it defaces the map.

    Otherwise is perfect for me. Keep up the good work [Saludos desde España].

    [PS: ¿Can anybody tell me how make cars and props disappear from default css de_dust2 and de_dust maps? Thanks a lot.]


    Only manually, because some props are unnecessary, like oildrums and trash, but others are, like windows and doors. So you would probably need to recompile it.
    http://xblah.cjb.net avatar
    Mantra
    http://xblah.cjb.net
  • 8y
    Good remake pal, but there are some things I would like you to remove:
    -The ropes between walls -screenshots 1 and 5- are not appropiate for a pro-styled map.
    -Homogenize the crates, removing those seen on the right side of screenshot 4. You could also change the cbble-themed ones (those darker).
    -Remove please the "Resist" spray visible in screenshot 5, it defaces the map.

    Otherwise is perfect for me. Keep up the good work [Saludos desde España].

    [PS: ¿Can anybody tell me how make cars and props disappear from default css de_dust2 and de_dust maps? Thanks a lot.]

    8.4/10

    Sic transit gloria
  • 8y
    skummelhustler avatar
    Member Joined 8y
    221 points Ranked 16400th
    There are some performance issues in ct spawn. especially when running AA and AF on 16
    why wait if there is nothing t
  • 9y
    BuDz avatar
    BuDz Offline
    Member Joined 10y
    2,151 points Ranked 2162nd
    To start off this is a pretty good map i like how you took off all the barrel and junk and everything but it looks like that's all you did. I don't know if this is how you did it but you should rebuild the map according to 1.6 de_dust
    Why you trippin'? I aint even  avatar
    Mantra
    Why you trippin'? I aint even
  • 9y
    s3m1h avatar
    s3m1h Offline
    Member Joined 11y
    You should read this tutorial:
    http://developer.valvesoftware.com/wiki/Controlling_Geometry_Visibility_and_Compile_Times

    and this:
    http://www.hl2world.com/bbs/1-vt31475.html?start=4

    and here is a tutorial in german but there are nice animated pictures which you should understand:
    http://mapping-tutorials.de/forum/showpost.php?p=115714&postcount=14

    when you read these tutorials you should know why vvis cant compile the map because there are no func_details !

    when you know what to do with func_details than the map need maybe 30 seconds for compiling...
    Semih K.
  • 9y
    GrOXoS avatar
    GrOXoS Offline
    Member Joined 10y
    423 points Ranked 9912th
    Posted by Kosire

    Road seems a little bit small?


    That should be,because those are a decals so i dont make it like 1.6,i did what i think is better

    Bye

    OFF: I have the beta 2 but i cant compile it with VVIS in normal.When i start to compilate the map,after 2 hours the PC simply turn off.

    If someone has a cool pc and want to help,send me a PM.

    The map is ready just i need that
    GrOXoS avatar
    Mantra
    GrOXoS
  • 9y
    Kosire avatar
    Kosire Offline
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    Road seems a little bit small?
  • 9y
    GrOXoS avatar
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    Posted by Irish Pirate Obii

    There a few differences over the original i noticed on a quick run around, you'll have to ignore my custom textures in the screenshots,

    as said the lighting needs playing with in the tunnel,

    boxes are not the same height as in 1.6 and you can get on the easily which if your trying to recreate the 1.6 style you shouldn't be able to
    http://img522.imageshack.us/img522/7048/cspdustb10002nh8.jpg

    in CT spawn the ground level is to high and you can jump on the wall
    http://img150.imageshack.us/img150/9154/cspdustb10001hl0.jpg

    this section of wall wasn't on the original so you had to jump onto the box somw times failing lol
    http://img150.imageshack.us/img150/9154/cspdustb10001hl0.jpg


    I remade it using cs 1.6`s de_dust as a guide so the structure size is exactly like 1.6,the problem is that in Source,the players are bigger than 1.6,we hope the csp team fix it and we will see how all the csp maps are like in cs 1.6

    GrOXoS avatar
    Mantra
    GrOXoS
  • 9y
    Obii avatar
    Obii Offline
    Member Joined 10y
    865 points Ranked 5344th
    There a few differences over the original i noticed on a quick run around, you'll have to ignore my custom textures in the screenshots,

    as said the lighting needs playing with in the tunnel,

    boxes are not the same height as in 1.6 and you can get on the easily which if your trying to recreate the 1.6 style you shouldn't be able to
    http://img522.imageshack.us/img522/7048/cspdustb10002nh8.jpg

    in CT spawn the ground level is to high and you can jump on the wall
    http://img150.imageshack.us/img150/9154/cspdustb10001hl0.jpg

    this section of wall wasn't on the original so you had to jump onto the box somw times failing lol
    http://img150.imageshack.us/img150/9154/cspdustb10001hl0.jpg
    player not a mapper
  • 9y
    element13 avatar
    element13 Offline
    Member Joined 10y
    26,107 points Ranked 167th
    Pros: Looks good.
    Cons: I'm not a big fan of dust1.

    9/10

    Uhhh....1924?
  • 1
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.:: GrO[X]oS ::.
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Heladito de Crema
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Version
1.0

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Miscellaneous
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Players
36
Development State
Beta

Stats

Posts
13
Views
6,883
Downloads
1,920
Date Added
9y

Scores

82 bScore
8.9 Rating
9.1 Critic

4 voters

2 critics

DevNotes

Source SDK
Counter Strike Source
CSPromod

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