de_nuke_original_b2

A Map for Counter-Strike: Global Offensive

CSGO - de_nuke_original_b2 - 1.6 Nuke Project

[BETA 3 AVAILABLE](http://gamebanana.com/csgo/maps/168068 "BETA 3 AVAILABLE") [BETA 3 AVAILABLE](http://gamebanana.com/csgo/maps/168068 "BETA 3 AVAILABLE") [BETA 3 AVAILABLE](http://gamebanana.com/csgo/maps/168068 "BETA 3 AVAILABLE") [BETA 3 AVAILABLE](http://gamebanana.com/csgo/maps/168068 "BETA 3 AVAILABLE") **Before stopping reading, please read the changelog and goals for beta 3. You will see the old tunnels at B from CSS which will be removed, just read the changelog and goals.** **EVERYONE WHO LINKS THIS MAP ON THEIR SITE, REMEMBER TO CREDIT ME AND VALVE** Hello there. I'm working hard remaking 1.6 Nuke for CS:GO. I intend to have a Source/1.6 style for the map, and obviously keep everything coordinated as in 1.6, which you can see in this short clip. VALVe decided to ship the CS:GO SDK with some source files for the maps, so i choose to edit de_nuke. =================== Changelog [BETA 2] - Concrete/Asphalt replaced with Dusty texture - Lots of unnessesary props have been removed - Red Rock finished - Added crates here and there to balance a little bit. (in Garage for example) - CT Spawn has been redesigned to match 1.6 - All open doors have been removed, since their taking up unnessesary space - T Roof: Roof textures has been replaced with red roof metal texture, to match 1.6 - Made it alot harder to jump to Red Rock - Most overlay/decal textures has been removed - Ramp: The slope down to the bombsite has been replaced with metal textures, to match 1.6 - 3D Skybox removed. - Changed the texture on the blown up door at T spawn. =================== Beta 3 Goals: - Remove everything outside the map, and surround it with mountins, just like in 1.6 - Remove the hallways at B and replace it with another missile room, just like in 1.6 - Add missile to B - Redesign the lower stairs and it's way to B at Garage. - Optimize A - Some stuff ain't the same as 1.6 - Need to re-locate som stuff. - Make jump to Red Rock EVEN harder (yes, it's still to easy...) - Replace all rotating doors on B site with sliding door, just like in 1.6 - Make custom textures, and replace most textures on indoor parts - Make common places wallbangable (In a realistic way!) =================== For high-res images - Look here: [Steam Community](http://steamcommunity.com/id/j0rpi/screenshot/559824352468546035?tab=public "Steam Community ") For Video: [YouTube](http://www.youtube.com/watch?v=kVPtdTvMN50 "Youtube") =================== **NOTE: Please note that there are som unfinished areas. ** **MAP IS NOT COMPILED WITH HDR - 100% LEAK FREE** =================== TEST THIS MAP ON MY SERVER: 83.255.211.13:27015 - 20 SLOT - 200/200MBIT If you're interested in developing this map with me, add me on Steam, or add me on Skype (j0rpii)
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  • j0rpi avatar
    j0rpi Joined 6y ago
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    > **Posted by _Point_** > > I had no plans for this, this is not a final release either. I will compile beta3 with HDR. > > It need for nice shadows. I agree totaly. But the main point of this upload is to see if people will actually like it and support my future work of this project. Basics first, then the rest. :)
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    > **Posted by j0rpi** > > **Posted by _Point_** > > > compile with HDR > > I had no plans for this, this is not a final release either. I will compile beta3 with HDR. It need for nice shadows.
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    > **Posted by _Point_** > compile with HDR I had no plans for this, this is not a final release either. I will compile beta3 with HDR.
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    compile with HDR
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    AnonFriction Joined 7y ago
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    THANK YOU !!!!!!!!!!!!!!!!!!!!!!!!!!

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j0rpi
Mapper
Original Authors
VALVe Software
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j0rpi Joined 6y ago
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j0rpi
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2

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32
Development State
Beta

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