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de_chanda

A Map for Counter-Strike: Global Offensive

Map based on Island Desert, not realist design.

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  • will2k avatar
    will2k username pic Joined 10y ago
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    will2k avatar
    will2k
    Map Critic
    7y
    **Pros:** - Quite a nice ambiance in the map; it reminds me a lot of the early classic maps of TFC set in the desert like warpath and casbah. - Good job on the displacements all over the map; this must have taken some time. - Nice work with the rock models with enough variation to keep the map from getting monotonous and boring. - I noticed the circular sky dome while no clipping; nice touch. - The warm lighting is very fitting to the map's theme. - The overall design is organic and smooth and is a nice change from the common angular design. **Cons:** - The map suffers from major fps drops; we're not talking localized drops, it is all over the map making gameplay difficult with lots of action happening on screen. **Improvements:** - You need to focus on optimization, otherwise all your hard work will go to waste since no one will play a low fps map. - First thing to do is to implement horizontal hint brushes covering the whole map. Your visleaves are tall going from ground level to skybox, practically seeing all the map from any point in it. Those horizontal hints will prevent this effect causing the engine to render only the adjacent leaves, not the whole map at once. This will have the biggest impact on your fps. - Second, if you did not do so, you need to add solid no-draw world brushes inside your rock models and displacements at strategic places (corners mostly and big rocks covering a large surface). This will further cut visibility as props and displacements alone won't do it and will allow the engine to see through and render what's behind. - Implement props fade distance as none of your props was fading, putting further overhead on the engine. - After hiding func\_detail, props and displacements, I still found couple of brushes left as regular world brushes, unnecessarily dividing your visleaves and lowering fps. Turn them to func\_detail (they were mostly stair ramps near bomb sites and some platforms). - Your water surface is huge, extending under the whole level and is totally in the playable map. Add to this that it is expensive water, and your fps will inevitably suffer. Place water only where it is visible, not under the whole level where no one sees it. Try moving the surrounding parts to the 3D skybox to reduce polygon count. Also add a water lod entity if you didn't do so and force the water to switch to cheap version after a reasonably short distance. - If you need some clarifications on the above optimization, consult my latest paper on Source optimization. **Notes:** - The map is aesthetically pleasing and has a good potential if you work on your optimization to increase frame rate and make the gameplay as smooth as possible. - Keep up the good work and best of luck in your future projects. Allez, bon courage.
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    cosa dici!
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  • Panda270 avatar
    Panda270 Joined 7y ago
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    7y
    It says that I have already rated this, and won't me allow to do it again. Sorry :\
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    nicoreda Joined 10y ago
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    7y
    > **Posted by Panda270** > **Pros:** > > - This map looks good. I think the story is that terrorists remain on an island and a group of specialists will stop them. It is small, which makes it useful for casual servers. It seems to have a balanced number of objects that allow time coverage without excessive camping. The atmosphere is unique, I think everyone can like it or not, depending on if you like warm weather, dust and sand scent. The effect of a sunny afternoon makes it quite pleasing. > > **Cons:** > > - The architecture is not very realistic, but you said that the intention of the map was not realistic, so I can not blame anything. The map lacks sound effects such as waves, wind or sea gulls. > > **Improvements:** > > - I think that apart from the above, it would also be interesting to view a more detailed skybox in this kind of maps. For example, islets, rocks and reefs, could form a beautiful collection to the eyes. And maybe, music coming from the window of a balcony :) > > **Notes:** > > - The outline of an island has been widely used in the history of the mapping. I think an island map can be polished with a suitable environment and magical touches. Big thanks, so sorry to removed your rating. :( (Make a new one if you can)
    Nicoreda
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  • Panda270 avatar
    Panda270 Joined 7y ago
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    3,143 points Ranked 3,052nd
    7y
    **Pros:** - This map looks good. I think the story is that terrorists remain on an island and a group of specialists will stop them. It is small, which makes it useful for casual servers. It seems to have a balanced number of objects that allow time coverage without excessive camping. The atmosphere is unique, I think everyone can like it or not, depending on if you like warm weather, dust and sand scent. The effect of a sunny afternoon makes it quite pleasing. **Cons:** - The architecture is not very realistic, but you said that the intention of the map was not realistic, so I can not blame anything. The map lacks sound effects such as waves, wind or sea gulls. **Improvements:** - I think that apart from the above, it would also be interesting to view a more detailed skybox in this kind of maps. For example, islets, rocks and reefs, could form a beautiful collection to the eyes. And maybe, music coming from the window of a balcony :) **Notes:** - The outline of an island has been widely used in the history of the mapping. I think an island map can be polished with a suitable environment and magical touches.
    • Win x 1
    • Helpful x 1
    • Interesting x 1
    • Thanks x 1
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Key Authors
Nicoreda
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CgTextures
Facepunch
ModdingArea

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nicoreda Joined 10y ago
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nicoreda
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Details

Version
1.0

Attributes

Players
32
Development State
Final/Stable

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