Inferno Competition Edit Final (01)

A Map for Counter-Strike: Global Offensive

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This is an edited version of de_inferno provided by the valve CS:GO SDK for use in competition.

Disclaimer: I did not make the original, I only edited it. FINAL RELEASE! Nav is NOT included, will be included at a later date. Changes can be made pending real world feedback from use in competition. ================================================================================================================================================ #### **11/4/2012: Loading screen added, bug fixes performed, radar and overview embeded with .bsp****10/20/2012: NEW RADAR ADDED!** --------------------------------------------------- 9/28/2012: OVERVIEWS ARE NOW INCLUDED! Minipit fixed, step at top mid fixed. 10/06/2012: T mid modification made, Has been polished. 10/10/2012: Apartments and Construction reconfigured, rough finish. 10/13/2012: **MASSIVE visual upgrades performed.** 10/19/2012: Minor updates and visual changes, removal of fog and cursed chickens. Red car at mid is now a pile of hay. This map is currently in beta, and I am aware of some small issues that may become apparent upon review. The final release will feature the overview, so be sure to check back for when that release comes. This version focuses on angles, so be sure to check places like big pit to window room door, banana, and library to bombsite A! There are many more less apparent changes, so be sure to compare my version with the official. Important features: -CT arch to mid angle. -Apartments to lane/ A Angle. -Fountain removed in B. -Apartments widened. -Motopit added. -Banana cleaned. Check it out.

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  • Frozegrew^ avatar
    Frozegrew^ Joined 7y ago
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    611 points Ranked 43599th
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    i aprrove this 10/10
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  • yaunos avatar
    yaunos Joined 6y ago
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    Great work better than the original I put it on my server and this is my favorite;-)
    [L.T] Frédéric
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  • demisheva avatar
    demisheva Joined 7y ago
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    **Cons:** - Help - I installed the map on my server, but when I change the map, it does not load. Can anyone help me?...
    Bananite
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  • Blueymaps avatar
    Blueymaps Joined 7y ago
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    > **Posted by [cagemonkey)** > **Cons:** > > Just downloaded the latest version updated Nov 4 and it keeps crashing. It won't even load. There are some missing model errors in console right before the client crashes. Are you sure? I just tested it again and it worked.... you just downloaded and replaced the .bsp? I just had someone else download it and test it, they said it worked without any errors.
    Bananite
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  • cagemonkey avatar
    cagemonkey Joined 13y ago
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    **Cons:** Just downloaded the latest version updated Nov 4 and it keeps crashing. It won't even load. There are some missing model errors in console right before the client crashes.
    GunGame Creator
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  • _LcS_ avatar
    _LcS_ Joined 7y ago
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    Stop talking about changing the name there, you really wanna see map called "de\_inferno\_ce\_v25_beta\_without\_radar" played in the leagues? If this map will get popular and noticed, where won't be any problem to change the files. Unless bluey knows exactly when he is finished and then he may call it different, like de\_inferno\_go for example. Keep up the good work.
    Bananite
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  • Cain57 avatar
    Cain57 Joined 7y ago
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    Your changes look fantastic, but you need to make the file name something like de_inferno_ce_25 .... When Servers run this map the game will not overwrite a map file of the same name, so if the connecting clients have an earlier version of this map named de_inferno_ce players will not be able to connect because of the file mismatch. The only way around this problem is to make each version of the map a unique name. I'm really excited to test this map on my server but I can't do that until you make unique file names for your beat versions. I might also connect whenever you release the final-final that it have another name like de_inferno_go so all the people who tested these earlier versions can play your map. Take care and thanks!!
    Bananite
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  • Blueymaps avatar
    Blueymaps Joined 7y ago
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    > **Posted by yin** > Love the map, I think you've done a great job of combining elements from both the GO and 1.6 versions. > > Some minor complaints: > - The lightpost behind red car at the bottom of mid is just a bit weird, and you can jump behind it in a sort of buggy fashion > - The alternate version is kind of cool, but I don't like the second entrance as a whole > - The 'bomb box' area in the middle of the b site just feels way too massive. Two boxes would be good but the big cluster of four just seems huge. > - Wooden poles in the A site just seem unnecessary, remove them, there are already large concrete pillars as is. > - Improve the lighting within the A site, feels way too dark > - Possibly replace the banana car with boxes? > > That being said I love what you've done. I'd love to see this map replace the standard version for future competitions <3 Noticed that you reposted this in some other forums. I guess a good map can really promote itself, but it needs a good nudge from people like you. If you are interested in giving feedback, it is much appreciated. Be sure to check out the latest iteration.
    Bananite
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  • yin avatar
    yin Joined 7y ago
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    Love the map, I think you've done a great job of combining elements from both the GO and 1.6 versions. Some minor complaints: - The lightpost behind red car at the bottom of mid is just a bit weird, and you can jump behind it in a sort of buggy fashion - The alternate version is kind of cool, but I don't like the second entrance as a whole - The 'bomb box' area in the middle of the b site just feels way too massive. Two boxes would be good but the big cluster of four just seems huge. - Wooden poles in the A site just seem unnecessary, remove them, there are already large concrete pillars as is. - Improve the lighting within the A site, feels way too dark - Possibly replace the banana car with boxes? That being said I love what you've done. I'd love to see this map replace the standard version for future competitions <3
    Bananite
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  • Blueymaps avatar
    Blueymaps Joined 7y ago
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    Map has been updated, give a look. Made quite a few adjustments, almost ready for the final adjustments, pending feedback from Area 51 gaming.
    Bananite
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Credits

Key Authors
Valve
Creator
Contributors
Bluey
Editor
Special Thanks
ESEA Community
DaZeD
K@rt
Chicken Exterminator
Phoon
Source movement expert

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Blueymaps avatar
Blueymaps Joined 7y ago
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129 points Ranked 62357th
Blueymaps
Creator
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Development Info

Notes
De_Inferno_CE (Competition Edit) Disclaimer: I did not make the original, I only edited it. This map is currently in beta, and I am aware of some small issues that may become apparent upon review. The final release will feature the overview, so be sure to check back for when that release comes. **Update: 10/27/2012:** Sniper loft added Minor fixes GOTV overview added UPDATE:9/15/2012 -Removed fountain, replaced with boxes. -Widened CT arch. -Adjusted lighting in bombsite A. -Cleaned up more physics objects/ plants. -Various other smaller adjustments. This is NOT the final version. Changelog: - -Apartments have been widened slightly. - -Apartments exit door to A has been widened slightly. -Top mid has been widened slightly, playermodels should now be able to hide behind pillars. -Graveyard fence removed (No real solution other than a whole new fence model). -CT spawn dark alley removed. Additional minor changes/ fixes: At A/ Top mid: -Towtruck replaced with 3 boxes, faster/ easier access for CT push into apartments. -A Box configuration slightly modified so that you can play ring around the rosie again with your friends. -Obscenely large airconditioning units removed, making it easier to bounce flashes when you come around CT arch to mid for mid pick. -Motopit reintegrated. -Library entrance threshold thinned out a bit so that you can once again pick the angle into lane/ A. At B: -Blue truck at B now boostable. -Backalley now simplified (configuration remains the same). -Grill removed. -Made it easier to access top of boxes from entrance to B site. At Banana: -Cart at B arch replaced with concrete bag box model. -Clutter at banana removed, however the walls have not been modified. -Car at banana has been angled slightly less, and additional plywood board added to punish CTs for overpeaking with less cover. -Arch from T side of banana added to give an area to take cover/ hide. This should make fakes more interesting, CTs will have to push all the way down banana just like in the original to confirm. -Minor props removed, Banana entrance from T arch widened slightly. At MID: -Fence/ lamp post removed. Obstructed vision, didn't add to competitive play. -Redroof is boostable again (but this is questionable). MISC: Optimization, bug fixes, minor prop and clutter removal (trash, small pots etc).

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Details

Version
3.0

Attributes

Players
32
Development State
Final/Stable

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