A Map for Counter-Strike: Source

Attention Gamer! We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending Duckytopia points.
  • Post: Give Duckytopia your thoughts on this Map.
  • Vote: Help Duckytopia win the Monthly Awards.
  • Rate: Give this Map a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Map.
  • Watch: Get notified when this Map is updated.

Resistance is futile...

Sign up

Already a Bananite? Login

A small but beautiful European chapel.

de_chapel - Bomb Defuse by Rubber Ducky --- It's a basic de_ map with two bombsites. I took my previous map, gg_chapel, and fixed some of the mistakes I made as well as added two bombsites. Change log is in the DevNotes. The map's theme is a small European chapel that gets invaded by Terrorists. It's a very beautiful and fun map to play on. Includes a level overview/radar image, opening level text, and an edited *.nav file so that bots don't get stuck and places in the map have names recognized by the game. Please download and tell me any suggestions! Thank you! EDIT: Fixed missing texture and radar not showing up. Enjoy!



  • 8y
    Thorio132 avatar
    Thorio132 Offline
    Member Joined 8y
    Looks pretty good
  • 8y
    Alberto309 avatar
    Alberto309 avatar Offline
    Sapientia Studio Flag Affiliation: Sapientia Studio
    Member Joined 10y
    42,248 points Ranked 96th
    28 medals 1 legendary 3 rare
    • 10 years a member Medal icon
    • 3rd Place - Winter Props/Prefabs Contest Medal icon
    • 6 years a member Medal icon
    • Returned 1000 times Medal icon
    • 4th Place - GameBanana Around the Globe Contest Medal icon
    • Useful Props & Prefabs Contest Entrant Medal icon
    Alberto309 avatar
    Sapientia Studio Flag
    Sapientia Studio
    GoldSource Engine Ambassador
    Pros: Good map and nice lighting
    Cons: uhm...none
    Improvements: mabye more detailed? ^_^
    Notes: Btw good work

    Assessed ---> 9.6/10 :)


    Gamer since 1995 avatar
    Gamer since 1995
  • 8y
    Duckytopia avatar
    Duckytopia Offline
    Member Joined 8y
    104 points Ranked 27606th
    Thank you so much for the great feedback!

    The clipping on the crates was so that players couldn't see out of the level. I would have had to create like a whole new outside portion just to make it not look weird.

    As for the purple and black fence, I guess I forgot to pakrat it in.

    BTW, I made a radar. I spent like three hours making it. HOWEVER, I forgot to fix the path of a single text file so it doesn't show up in the game for you (just figured that out).

    I'll see if I can re-upload the file.

    Again, thank you for the feedback.

    - Ducky
    Rubber Ducky
  • 8y
    Giblets of Jesus avatar
    Giblets of Jesus avatar Offline
    Member Joined 9y
    13,813 points Ranked 315th
    20 medals 1 legendary 5 rare
    • 1st Place - Secret Society Mapping Contest Medal icon
    • 2nd place - D.U.M.B Mapping Contest Medal icon
    • 3rd Place - Halloween Mapping Contest Medal icon
    • 2nd Place - Winter Wonderland Mapping Contest Medal icon
    • 2nd Place - Useful Props & Prefabs Contest Medal icon
    • 6 years a member Medal icon
    Pros: Well made .nav file with common places named that work with the radio commands.

    Also quite satisfying to play with 7 or so bots =P.
    Cons: Can't climb on top of crates at CT base becuase of clipping, the skybox over bombsite B is waaaay to low, grenades just bounce right of the sky (they shouldn't :S). Walls and rooms seem very bland no props and hardly any decals used to create an good atmosphere within the level, next time try including some barrels here and there or a breable window to make the map seem more alive.

    Through the window pearing out into the courtyard (I'm gonna persume its a courtyard =P) I just saw a big purple and black block texture. Obviously you've used custom textures here but forgot to put them in with the .BSP, you should use Pakrat for this, saves a lot of time :D.

    While I admire the nice archs and peices of wood sticking out of the walls you've placed around the level, I can't help think that theres to many of them, you need to add some more variety into the corridors.

    I also feel I have to point out that the map is too camper friendly, having small alcoves behind crates.

    The map also feels a bit to small for a DE map, yes it may be good for low amounts of players, but when more people join the fray, things become cluttered and compact. Along with this, the balancing seems to in favour of the CT's having both bombsites very close to spawn where people can rush in and set up camp very quickly.

    Finally, not a major gripe but it would of been nice to see a radar =/.
    Improvements: Add some props and different styles of corridor to create a more sigificant atmosphere, don't put clipping over crates and maybe try using soundscapes and volumetric light in places to create a better looking level =D
    Notes: One last thing, I know a lot of people take this for granted, but I think its great you've made all of you're textures line up, I didn't find a single one out of place.

    Keep mapping and never give it up ^^.




Shareable Image:
Share banner
HTML embed code:
BB embed code:
Markdown embed code:

More embeddable images

Bookmark and Share


Key Authors
Rubber Ducky
Made the Map
Special Thanks


Duckytopia avatar
Duckytopia Offline
Member Joined 8y
104 points Ranked 27606th

Sign up to access this!
Sign up to access this!
Sign up to access this!
Sign up to access this!






Date Added
Date Modified


61 bScore
8 Rating
6.4 Critic

2 voters

1 critic

Sign up to access this!

Development Info

Known Bugs:
- One of the CT Spawn points is invalid. It's not big enough of a bug for me to fix and recompile the whole thing

Change Log (from gg_chapel):
- Added two bombsites (duh)
- Added crates and more cover areas in Bombsite B/Foyer area
- Added trees outside
- Added cover 'closet' in Main Hallway
- Fixed glitch where you could hop out of the level
- Fixed small texture goof around the Entry Way/Back Hall area
- Fixed missing texture
- Fixed radar not showing up

More from Submitter tracking pixel