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CS_MUSEUM

A Map for Counter-Strike: Global Offensive

Updates

FINAL v.3 8y
  • - Compatibility with new CS_ game mode
Compatibility with new CS_ game mode
FINAL v.2 8y FINAL 8y RC3 8y RC2 8y

A hostage rescue map set in a Museum.

_"A creationist terror-squad has taken over the Hurg Museum of Natural History!"_ Thanks to 3DNJ and PENE are in order for their help with the map's art assets. The 3d models are by 3DNJ, you can see [pene's texturing here](http://www.mapcore.org/topic/15621-cs-museum-by-fmpone/page__st__30) Please support the map and download at [http://steamcommunity.com/sharedfiles/filedetails/?id=127012360](http://steamcommunity.com/sharedfiles/filedetails/?id=127012360 "http://steamcommunity.com/sharedfiles/filedetails/?id=127012360") Video of map: [http://www.youtube.com/watch?feature=player_embedded&v=qsQJdcvdAck](http://www.youtube.com/watch?feature=player_embedded&v=qsQJdcvdAck "http://www.youtube.com/watch?feature=player_embedded&v=qsQJdcvdAck") More screenshots can be seen at my portfolio: shiningspaces.weebly.com

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  • ProfKiller336 avatar
    ProfKiller336 Joined 10y ago
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    406 points Ranked 49,997th
    8y
    One word: WOW
    Bananite
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  • general_zim avatar
    general_zim Joined 14y ago
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    8y
    Holy crap. Based on what I'm seeing from the screenshots this looks incredible. This is the kind of content I love to see released from the community, none of that developer texture, full-bright crap. Great work.
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    Mantra
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  • > **Posted by FMPONE** > Hey guys, Valve asked me to make some changes, so I did. Hence, final v.2. The .bsp is updated and now called cs_museum_final.bsp (instead of just cs_museum). Amazing, i wish i had CSGO :D
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  • FMPONE avatar
    FMPONE Joined 8y ago
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    8y
    Hey guys, Valve asked me to make some changes, so I did. Hence, final v.2. The .bsp is updated and now called cs\_museum\_final.bsp (instead of just cs_museum).
    • Win x 2
    Bananite
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  • FMPONE avatar
    FMPONE Joined 8y ago
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    8y
    > **Posted by Wave21** > > **Posted by FMPONE** > > > > The .kv is packed into the .bsp, or should be. > > Yeah, that's probably why it wasn't working. I've heard that '.kv' files don't load if they are packed into the '.bsp' itself. I haven't experimented with it personally but I know it didn't work with de_cistern, so you might want to include it separately. Interesting, thank you for that notice, I will include the .kv file for people in the banana version. Shame about that.
    • Thanks x 1
    Bananite
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  • Wave21 avatar
    Wave21 Joined 8y ago
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    8y
    > **Posted by FMPONE** > > The .kv is packed into the .bsp, or should be. Yeah, that's probably why it wasn't working. I've heard that '.kv' files don't load if they are packed into the '.bsp' itself. I haven't experimented with it personally but I know it didn't work with de_cistern, so you might want to include it separately.
    • Helpful x 2
    • Agree x 1
    *Insert user title here*
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  • FMPONE avatar
    FMPONE Joined 8y ago
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    8y
    > **Posted by Wave21** > It's good to see the final release; however there are still quite a lot of easily fixed issues with this release. > > There is no longer a working '.kv' file included with the map, like in RC3, and the navigation file is an absolute mess. In GB release there are also missing textures here there and everywhere. > It's such a shame because this map has clearly had so much work put into it. > > Have you been using 'player clips' or 'clip' brushes around the edge of your map because the nav mesh stretches out to the very far corners of the unreachable areas of the map? There are many areas that cause bots to just go crazy. You have to enclose your map in 'clip brushes, not 'player clip' brushes to prevent the navigation mesh generator stretching the navigation mesh out to the far corners to the map. Whilst it is not a problem yet, hostages can wonder though 'player clip' brushes, however we won't have that problem until (if) Valve updates the hostage AI to the CZ AI. > > I’m not sure if you've taken the time to edit the nav mesh in game, but there does not seem to have been much work done to prevent bots from just walking off those high ledges in T Spawn or in the balcony in the foyer, to their death. The navigation mesh has also not been named, which is a real shame, since there are some very easy to name locations in this map and it would help give this map that extra level of professional quality that so many mappers just don’t bother with nowadays. > > Please don’t think I’m being negative about this map or the work you’ve put into it. I absolutely love this map and would like to see it get that extra coat of polish that it so desires. The .kv is packed into the .bsp, or should be. The nav names are a good idea, but honestly its such a tiny map that it seems like a crazy minor detail, which is probably why I forgot in the first place. The .nav mesh is fine for practical purposes, I've personally never seen any of the possibilities you've mentioned happen in game, in the God-knows-how-many hours I've played. Basically I appreciate the stuff you're saying, but I'm not sure any of it is worth a blink of an eye in the grand scheme of things. I'm not a super-human, I admit I forgot most of that stuff :)
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    Bananite
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  • Wave21 avatar
    Wave21 Joined 8y ago
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    8y
    It's good to see the final release; however there are still quite a lot of easily fixed issues with this release. There is no longer a working '.kv' file included with the map, like in RC3, and the navigation file is an absolute mess. In GB release there are also missing textures here there and everywhere. It's such a shame because this map has clearly had so much work put into it. Have you been using 'player clips' or 'clip' brushes around the edge of your map because the nav mesh stretches out to the very far corners of the unreachable areas of the map? There are many areas that cause bots to just go crazy. You have to enclose your map in 'clip brushes, not 'player clip' brushes to prevent the navigation mesh generator stretching the navigation mesh out to the far corners to the map. Whilst it is not a problem yet, hostages can wonder though 'player clip' brushes, however we won't have that problem until (if) Valve updates the hostage AI to the CZ AI. I’m not sure if you've taken the time to edit the nav mesh in game, but there does not seem to have been much work done to prevent bots from just walking off those high ledges in T Spawn or in the balcony in the foyer, to their death. The navigation mesh has also not been named, which is a real shame, since there are some very easy to name locations in this map and it would help give this map that extra level of professional quality that so many mappers just don’t bother with nowadays. Please don’t think I’m being negative about this map or the work you’ve put into it. I absolutely love this map and would like to see it get that extra coat of polish that it so desires.
    *Insert user title here*
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  • FMPONE avatar
    FMPONE Joined 8y ago
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    8y
    Thank you! The final version of Museum has been released :)
    Bananite
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  • jeck1311 avatar
    jeck1311 Joined 13y ago
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    758 points Ranked 43,893rd
    8y
    awesome map, good work man!!!
    nukenin
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Credits

Key Authors
FMPONE
mapper
Contributors
3DNJ
modeller
penE
texture artist

Submitter

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FMPONE Joined 8y ago
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FMPONE
Creator
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Details

Version
1

Attributes

Players
32
Development State
Final/Stable

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