fy_hrabova

A Map for Counter-Strike: Source

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Small town fight yard spuare

My first attempt to make fight yard map. I was inspired again by real location, near to my place where I work [cs-sprint-trading](http://www.fpsbanana.com/maps/118505 "cs_sprint_trading") I dont like those boring orange or blocky icyworld maps. So I tried to make map with bit more eye-catching environment and also with plenty of obstacles and corners to cover. Map is small and fast, suitable for GG or DM. Framerate is quite good, you'll see, if it will goes well. _Since beta release I made just few adjustments: Reduced sky and its inner space (split between 3D skybox might be seen on buildings) Break-ability of wall is disabled, because it was shitty_ Hope you will like, enjoy ;)

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  • Dinus Saurus avatar
    Dinus Saurus Joined 11y ago
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    7y
    > **Posted by Santi** > Design > > I like the fact that you created a non mirrored map that has a fair and good gameplay for both teams. The Arquitecture looks really nice, it looks like a real > city (i know you inspired on a real place but it actually looks like one). The 3D skybox adds a great feeling to the map, although it has that buggy thing > you metioned, about the division,and you can clearly see where it starts at some points. Another thing that i love is the whole **plaza section design**. I know > it doesnt have a unique or new kind of arquitecture, but it feels really life like and looks just like that too. > >
    > > > > Details > > You did a great work adding details with **decals** and **props**. Im not talking about cars only, i mean trees, public phones, lights, plants, everything > fits really nice with the theme. Decals cant be forgotten, they are all over the map and are useful to add that life-like feeling once again. You also used > a lot of different types of decals and didnt repeat any of them (like i always see in firsts releases or so). I also want to mention your use of cubemaps > and the whole 3D skybox effect. Another detail to mark > is that you created a radar overview (not everyone do > this on maps and its a great detail). > > >
    > >
    > > > > Gameplay > > As i said, map is no exactly mirrored, and has a really nice gamplay for both teams. While CTs spawn on a building with lots of doors, Ts spawn behind > some buildings that covers them, but they only have three ways to get near the plaza. Both streets are wisely done, providing cover from both sides > and being usefull as spot places. > > > > Lighting > > The whole map has a nice lighting and the direccion of the sun light creates nice and smooth building shadows. If you want to create a realistic effect, > you could try adding a sun usin the env_sun entity. Here's a tutorial about that. > > > > Technial view > > I couldn't find any optimization-related bug, so i think you did a nice job at this point. For what i could see, there isn't a single non visible face that hasn't > got NODRAW texture. Great job! > > > > Bugs > > I know you have talked about the 3Dskybox bug, but i found some others: > > - A lightbug next to CT base > - Players can see the invisible side of this prop > - Both stairways from this side has this same bug > - This texture is missplaced > - This is not exactly a bug, but i think you should use only one texture or divide the three with some prop or brush. > > > > Conclusion > > Great small and detailed map with a great gameplay. I couldn't find anything that could be taken as an error or "Con", even those bugs are just small > and stupid things compared to what you have done. The only reason i dont give you a 10 its a summatory of those bugs and the things you could > improve a little i already told you. Cheerz! Wow, I am impressed and also pleased. Thank you for your positive feedback :) You gave me great point of view on my creation from different angle: As attentive observer you noticed minor mistakes and bugs, good to pay attention on them next time ;) I must admit that I just minute before I wanted submit map I found another bug in 3D skybox :D Those little bugs makes maps "human hand made" as we do mistakes in whole life, there is some space to make mistake in maps as complex projects. I like it, just minute ago I saw some little bug in BF3, I just smiled and realized that games are complicated piece of art :) Process wasn't so hard, I did mostly by the photos of that place and partly as copy and paste some preset parts from many of my recent maps, as roads, sky settings (I missed just one click, that why I probably lost sun :D ) After my map creation "career" I have lot of those little helpers, make mapping faster and smoother, with more time to pay attention on optimization and props improvement.
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    Mantra
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  • Santi avatar
    Santi username pic Joined 10y ago
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    7y
    Design I like the fact that you created a non mirrored map that has a fair and good gameplay for both teams. The Arquitecture looks really nice, it looks like a real city (i know you inspired on a real place but it actually looks like one). The 3D skybox adds a great feeling to the map, although it has that buggy thing you metioned, about the division,and you can clearly see where it starts at some points. Another thing that i love is the whole **plaza section design**. I know it doesnt have a unique or new kind of arquitecture, but it feels really life like and looks just like that too.
    Details You did a great work adding details with **decals** and **props**. Im not talking about cars only, i mean trees, public phones, lights, plants, everything fits really nice with the theme. Decals cant be forgotten, they are all over the map and are useful to add that life-like feeling once again. You also used a lot of different types of decals and didnt repeat any of them (like i always see in firsts releases or so). I also want to mention your use of cubemaps and the whole 3D skybox effect. Another detail to mark is that you created a radar overview (not everyone do this on maps and its a great detail).
    Gameplay As i said, map is no exactly mirrored, and has a really nice gamplay for both teams. While CTs spawn on a building with lots of doors, Ts spawn behind some buildings that covers them, but they only have three ways to get near the plaza. Both streets are wisely done, providing cover from both sides and being usefull as spot places. Lighting The whole map has a nice lighting and the direccion of the sun light creates nice and smooth building shadows. If you want to create a realistic effect, you could try adding a sun using the env_sun entity. Here's a tutorial about that. Technial view I couldn't find any optimization-related bug, so i think you did a nice job at this point. For what i could see, there isn't a single non visible face that hasn't got NODRAW texture. Great job! Bugs I know you have talked about the 3Dskybox bug, but i found some others: - A lightbug next to CT base - Players can see the invisible side of this prop - Both stairways from this side has this same bug - This texture is missplaced - This is not exactly a bug, but i think you should use only one texture or divide the three with some prop or brush. Conclusion Great small and detailed map with a great gameplay. I couldn't find anything that could be taken as an error or "Con", even those bugs are just small and stupid things compared to what you have done. The only reason i dont give you a 10 its a summatory of those bugs and the things you could improve a little i already told you. Cheerz!
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    Mantra
    Bananite
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  • Dinus Saurus avatar
    Dinus Saurus Joined 11y ago
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    7y
    > **Posted by plus.** > SIMPLY WOW !!! > > As all of your works Dino !! > > I surely will be watching out for all the maps you will release ! Glad to hear that :) Trying to do best I can (In this case of my first FY, I didnt strive so much, due to small location and fast gameplay I didnt "embellish" map a lot, on some places it might seen empty and boring) I hope I compensate the lack of plausibility with plenty of obstacles. Sadly the rating dropped down bit, it might be mark of not-so-good map, what a shame he/she didt tell me what is bad....I'll see later Cya
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    Mantra
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  • plus. avatar
    plus. Joined 12y ago
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    7y
    SIMPLY WOW !!! As all of your works Dino !! I surely will be watching out for all the maps you will release !
    http://www.SCHEITERHAUFEN.info
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  • HappyC^ avatar
    HappyC^ Joined 7y ago
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    7y
    looks good.. keep it up 8/10
    Tweakgaming admin
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Key Authors
Dinus Saurus
Map Design
Dinus Saurus
Car models
Hessi
Bush models

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Dinus Saurus avatar
Dinus Saurus Joined 11y ago
Offline
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13 medals 1 legendary 2 rare
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  • Returned 1000 times Medal icon
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Dinus Saurus
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20
Development State
Final/Stable

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