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Cs_Impulse - A Map for Counter-Strike: Source

5th Place Dangerous Cargo

“ Another fantastic map from one of our regular participants, although sparse and lacking detail in some areas our judges felt this map stuck well to the brief, and highly commend Giblets for his use of scripted events and particles during the explosion. We only wish he had more time to complete this map, as it could have been a real contender for the top 3. (Damn those pesky exams!) ”

Rescue the hostages before the bomb explodes.

Cs Impulse

Made by The Giblets of Jesus


This is my entry for the GameBanana Dangerous Mapping Mapping Contest.

Background
A group of Terrorists en route to an unknown location, to detonate an explosive device, have been run off the road and crashed into a small industrial complex. Acting on impulse, knowing that the authorities won't be far behind, the find some office workers in the compound and take them hostage. Little do they know however, that the explosive device in the truck, has begun it's countdown...

For the Counter-Terrorists, it's a race against time! With only a few minutes before detonation, they must rescue the hostages, lead them to safety and neutralize and enemy threats.

Videos

Video courtesy of Paulmega, cheers brah :D My own video, a little start to finish comparison


Other notes
This map was made in a bit of a short time span to say the least. The majority of the work was done over the last 2 weeks (Easter holiday) so I could leave the rest of my time free for college work. As a result, a few buildings had to be borrowed from other maps, as well as the main interior design form cs office for one (small) part. In total, I borrowed 3 buildings (assault, nuke and compound) and a bridge design (nuke again). These parts feature only as background however, so nothing that affects gameplay to any extent.

I had to test the map with bots, so if anyone does any extensive player testing, I'd love to hear about it.

Any constructive comments and feedback are appreciated, as always.
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  • Trool Face avatar
    Trool Face username pic Joined 9y ago
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    9y
    Awesome map 10/10 :D
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    Mantra
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    Giblets of Jesus username pic Joined 12y ago
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    9y
    > **Posted by Arman Ossi Loko** > Tested it. I haven't found any bugs. Good work dude. Goody gum drops.
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    yaznee username pic Joined 11y ago
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    > **Posted by The Giblets of Jesus** > > **Posted by yaznee** > > > Well compare this to some of the prefabs you've made, they're great, probably some of the best on here. > > Ooo, thank you :) > > > **Posted by yaznee** > > > I know that when you're in a mapping contest, you only have a certain amount of time to complete the map, and thinking of the effort you put into your prefabs, I would have thought you would have out more into the design. I've played this map a few times, and like I said, the lighting is good, but the 90% blocky design lets it down. > > > > Much more rounded corners and more detail would have made this a great map. > > To be honest, there's not a whole lot of room for rounded edges in this sort of environment. If you look at any other warehouse or car garage, you'll find that just about all of them have a strictly blocky style. that being said, I do see where your coming from and I do have to admit that this wasn't the most creative thing I've ever made. > > Not sure if you've seen it, but I entered the Halloween mapping contest last year and ended up with a much more unique map:
    Cs_GhostFarm I have played GhostFarm, Love it :) I see what you're saying about it being a warehouse "type" map and that they're normally based on a blocky design. But like I said before, it's just not as creative as your other work. At the end of the day, it's a contest entry, so most, if not all of your design skillz should go into it. Just because in real life warehouse's are blocky doesn't mean you should go for that simple design, you could've created something unique and surreal. Good luck in the contest :)
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    9y
    > **Posted by yaznee** > Well compare this to some of the prefabs you've made, they're great, probably some of the best on here. Ooo, thank you :) > **Posted by yaznee** > I know that when you're in a mapping contest, you only have a certain amount of time to complete the map, and thinking of the effort you put into your prefabs, I would have thought you would have out more into the design. I've played this map a few times, and like I said, the lighting is good, but the 90% blocky design lets it down. > > Much more rounded corners and more detail would have made this a great map. To be honest, there's not a whole lot of room for rounded edges in this sort of environment. If you look at any other warehouse or car garage, you'll find that just about all of them have a strictly blocky style. that being said, I do see where your coming from and I do have to admit that this wasn't the most creative thing I've ever made. Not sure if you've seen it, but I entered the Halloween mapping contest last year and ended up with a much more unique map:
    Cs_GhostFarm
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    > **Posted by The Giblets of Jesus** > Most of these types of environment typically are, truth be told, I did try introducing some circular elements in early stages of development, but found the normal things like silos and gas containers just didn't fit. Still, I think a 6 might be a little harsh for realism, would you mind elaborating? Well compare this to some of the prefabs you've made, they're great, probably some of the best on here. I know that when you're in a mapping contest, you only have a certain amount of time to complete the map, and thinking of the effort you put into your prefabs, I would have thought you would have out more into the design. I've played this map a few times, and like I said, the lighting is good, but the 90% blocky design lets it down. Much more rounded corners and more detail would have made this a great map.
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    9y
    > **Posted by Arman Ossi Loko** > I can test it for you, if you want... Just tell me the game: CS, CSS? CS:S, and thanks! > **Posted by yaznee** > Nice lighting, but the design is very blocky. Most of these types of environment typically are, truth be told, I did try introducing some circular elements in early stages of development, but found the normal things like silos and gas containers just didn't fit. Still, I think a 6 might be a little harsh for realism, would you mind elaborating?
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    Nice lighting, but the design is very blocky.
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    9y
    > **Posted by Tatu Eugen** > **Cons:** > > - Shadows Could you be more specific? > **Posted by Tatu Eugen** > **Improvements:** > > - More trees... > - Add more pitch size Pitch size? > **Posted by Tatu Eugen** > **Notes:** > > - In video preview, at 0:08 a wall texture is not correctly. Yes, I meant to fix that... I'll update it soon.
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    **Pros:** - Looks good - Intresting Area **Cons:** - Shadows **Improvements:** - More trees... - Add more pitch size **Notes:** - In video preview, at 0:08 a wall texture is not correctly.
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    9y
    Awesome work. Great love to detail. Everything fits together perfectly, creating a certain atmosphere. Can't judge it gameplay-wise, I'm sure it's great tho. ;)
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