cs_ardennes

A Map for Counter-Strike: Global Offensive

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Updates

Version 3.2 1y
  • BugFix Recompiled the map to make it playable once again.
  • Improvement Improved lighting due to the added compiling features of the latest years.
  • Improvement Removed detail sprites as they probably crashed the older version.

The map is, since 4 years, once again playable.

Version 3.1 6y BugFix3 Improvement2 Version 3.0 6y Version 2.0 6y

A map located in the Belgium Ardennes.

This map is a homage to Michel, who sadly passed away 3 years ago.

This map is based on a location in the Belgium ardennes. It is a hostage rescue map. The only reason why I recreated this map is because I liked this place and environment, and wanted to transform it into a 3D playable environment.

The 2018 update changed nothing about the v3_2, except for the removal of detail sprites, since they caused the old version to crash. Lighting has improved due to the recompilation with the newest updates from all those years.

It is, as a result, once playable again.

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  • JorisCeoen avatar
    JorisCeoen username pic Joined 8y ago
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    3y
    UPDATE: I haven't checked into this map for many years, only to discover that is currently CRASHES CS:GO to desktop. Unfortunatly, since I dropped any support for this map, I will not resolve this anytime soon.

    My guess would be the detail sprites that are in the map, since those got updated in the mean time, and the ones in the map are still old.
    Level Design, Modeler, YouTube avatar
    Mantra
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  • JorisCeoen avatar
    JorisCeoen username pic Joined 8y ago
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    6y
    > **Posted by swallocks** > **Notes:** > > - would you consider porting this over to hl2dm For Half-Life 2 DM? Wow, that's an unusual request xD Well, I suppose I could. I have ideas porting this over to CS:Source as well, so HL2DM shouldn't be too problematic, though I never yet worked with that engine yet, so I'll have to learn about the weapons and such over there. I'll keep you in tune how far I'm progressing!
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    Mantra
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  • swallocks avatar
    swallocks Joined 7y ago
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    6y
    **Notes:** - would you consider porting this over to hl2dm
    Bananite
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  • JorisCeoen avatar
    JorisCeoen username pic Joined 8y ago
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    6y
    I discovered something recently by which I can again lower the mapsize for a considerable amount (or at least noticeable) I will update when I can which should be pretty soon :)
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    Mantra
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    FMPONE Joined 6y ago
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    6y
    It's a very nice map :) I found the visuals quite strong, there was some issues with fade distances on props to the left of CT spawn by the fences, but other than that it seemed very polished. The gameplay (at least with bots) was solid and enjoyable. I hope you'll go far with this project :)
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    Bananite
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  • JorisCeoen avatar
    JorisCeoen username pic Joined 8y ago
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    6y
    People told me cubemaps were extremely shiny and overbright till the point it became ugly. I also fixed a rather stupid error that I didn't see before where one of the smoothign curves was blocking access to the vent. It's all fixed now, I hope everyone enjoys it, final version. Grasp your hands onto it and let me know if you liked it or not ;) Please also rate and comment, many thanks!
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    Mantra
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    JorisCeoen username pic Joined 8y ago
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    6y
    Final version for now has been uploaded! Workshop has also been updated :) Many thanks to everyone who helped me, to GB and CEVO! The next version (though for much later on) will include particles on the river rocks, some extra overlays and extra's in optimization. I released this version now already because I will have a very long time of studying and setting other things on priority, making it that I will not be able to work on any projects for quite some time now. I hope everone enjoys the map as it is now, I have done my utmost best to make the best of it and to give everyone something new to play with in both gameplay and visuals :) Thanks!!! Workshop version: http://steamcommunity.com/sharedfiles/filedetails/?id=143295900&searchtext=
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    Mantra
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    will2k username pic Joined 8y ago
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    will2k avatar
    will2k
    Map Critic
    6y
    > **Posted by JorisCeoen** > > Wow, incredible feedback! I really appreciate this, as it makes me able to move on with the map on things that I indeed didn't see myself! > Joris, you're welcome. I enjoyed the map and that's why I wrote this long review. I rarely review maps and whenever I do, it's either because the map is good or because it shows real potential ;) >I must say personally, that I'm not a big fan of areaportal windows. I am not a fan either because they can create gameplay imbalance if they are incorrectly set (check my latest technical paper here where I describe this effect in details - areaportals are in chapter III.8). A good fade distance should be somewhere behind the truck in the front and I'm sure you'll find a good balance. However, if you're not comfortable using them, then revert to regular open areaportals: they won't stop rendering the world behind, but they will reduce visibility by their view frustum culling effect, and fps will increase by at least 25% if not more, by my estimation.. > > I understand the hint/skip system, but I didn't understand what you ment with the 128/256/384/512 inches high. Do you mean horizontal brushes that cut up visleafs from the skybox? > Horizontal hint brushes covering your whole map with the hint face being exactly at 128 hammer units high, then 256, 384, 512 to cut visleaves at these locations and avoid expensive and needless across-the-map tall visleaves rendering (These hints are also amply explained in my same technical paper as above here - hints are in chapter III.7) > About the road ending abruptly, that's something I forgot, though the map ends there and the other part is in the 3D Skybox while at the other side it's still in the actual map. I do know a way to deal with it so I'll fix that in the next version :) > You can always extend the road in the 3D skybox ;) > Will2K, thanks for the extremely helpful feedback and encouragement, I've been a little bit scared that my map would've gone unnoticed xD I will take all your advice in consideration and a next version is soon to be followed. See you soon :)! Don't mention it mate :) looking forward to the updated version (and good call on making it cs\_ as I don't see how de\_ can fit the map's layout and setup)
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    Mantra
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    6y
    > **Posted by will2k** > Long helpful text Wow, incredible feedback! I really appreciate this, as it makes me able to move on with the map on things that I indeed didn't see myself! Optimization is indeed the next step. I must admit that I didn't even used any optimization other than fading distances. I must say personally, that I'm not a big fan of areaportal windows, however I will give it a try and see if it changes the gameplay a bit. I'm not a fan of them because I've known some maps to have a clear disadvantage against CT/T this way of one of the teams not being able to see indoor while the other team could from the inside of them. However, with acurate distances I can make it so that it's barely gameplay breaking! I normally use Hint/Skip but because of the large map size and the FPS with even up to 32 being 60+ (but indeed with some drops on certain locations) I didn't bother about it at first. I guess there's no limit on optimizing and I should optimize till the last breathe. I understand the hint/skip system, but I didn't understand what you ment with the 128/256/384/512 inches high. Do you mean horizontal brushes that cut up visleafs from the skybox? I'll func_detail the roofs, I simply forgot that because I though I could optimize it with hint/skip (but it's impossible, so indeed no point in them being world-brushes). About the road ending abruptly, that's something I forgot, though the map ends there and the other part is in the 3D Skybox while at the other side it's still in the actual map. I do know a way to deal with it so I'll fix that in the next version :) I will look for that missing clip brush, I must say that I never found that spot, so I'm happy you mentioned it ^^ A second hostage zone sounds like the best way. I've been thinking about that because while playing with bots I knew that when rescuing a hostage they were there all the time, so I will add a second one there. Many inside-the-building faces are yet textured, I normally always make them nodraw but I've been cutting up some walls in the middle for texturing differently between window seams, so I probably forgot to nodraw them as well, same for the floors. EDIT: The skybox texture, yea I've seen that. I didn't knew of a way to fix it but recently I've checked how the skybox textures of CS:GO are being set-up and about everything is outdated in the skybox files I use, such as clamping options not used, and mipmap being used for no reason and also the materials where from the 7.2 version, so I will upgrade them all now, and normally seams should cease to be rendered by then. Will2K, thanks for the extremely helpful feedback and encouragement, I've been a little bit scared that my map would've gone unnoticed xD I will take all your advice in consideration and a next version is soon to be followed. See you soon :)!
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    Mantra
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    will2k avatar
    will2k
    Map Critic
    6y
    Excellent work on the custom content that won’t go unnoticed. The models, textures, detail sprites, skybox are all well executed and fit nicely to the map’s theme. I especially liked the different foliage props. Well done. The map has a distinctive ambiance from the use of all the custom content as well as from lighting. The mountain top location feeling is nicely conveyed and portrayed. The 3D skybox is a nice extension to the playable map. I liked the effort you put to make 1/16th scale versions of the trees props to fit the skybox size. Good use of soundscapes to add to the map’s ambiance especially for the outdoors. The map is certainly pleasing on the visual side and all the following notes that I gathered are aimed at making the map even more enjoyable. For an open map, the fps is more or less acceptable, but there are drops and areas of low fps. You didn’t implement areaportals which are a crucial factor in this case to separate indoors from outdoors and reduce over-rendering. Your best bet is func\_areaportalwindow on all doors/windows with an adequate fade distance to completely cut visibility and improve fps. Your next optimization trick is to use horizontal hints. Most of your visleaves are tall reaching to skybox level which means that content from across the map (behind the house) will be rendered even if you are standing in CT spawn for example. Implement these hints at 128, 256 and 384 units high (more if needed at 512). All the sloped/angled roofs in the map should be switched to func\_detail to avoid having messed up visleaves and bloated PVS/extra polygons to render. While noclipping, I noticed the base of the house is textured and is extending way inside the displacement. This is pointlessly eating up engine resources as these faces are rendered even if they are not seen. No draw them to reduce engine overhead. The same can be said of your road network where roads (although func\_detail) are textured sideways and are going inside the displacement and are unnecessarily textured. Your custom skybox has visible edge seams breaking the total immersion. Your stairs steps are of non-standard size and cause head bob while going up and down. It’s better to clip them for smoother flow. The road (opposite to CT spawn) ends abruptly and is very unrealistic. It’s better to extend it and make it curve behind the hill like you did with all the other road ends. The white/orange warning line that circles around the map is fading way too soon and looks abnormal. As soon as you walk 5 steps away, it disappears showing only a tiny portion that is nearest to the player. There is a weird reflection on the garage car (I assume it’s a custom model). I checked cubemaps with r\_showenvcubemap 1 and they’re OK, which leads me to think it is something with the car’s vtf/vmt settings. You have a missing clip brush behind the house and the river. You can cross one portion of the red tape to reach the map’s limit with 3D skybox. It would be better to add a second CT/Hostage zone on the other road end (the one that ends abruptly from the above con). This would prevent Ts from camping in rescue zone waiting for any CT to show up and picking him from a distance. The map is certainly appealing on the visual side and a nice change from the standard setups found in CSGO. The effort can be seen in all the custom content created that adds to the map’s good-looking aesthetics. Good job. If you need further clarifications on the improvements suggested, let me know. Keep up the good work and best of luck in your future modeling and mapping projects.
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    cosa dici! avatar
    Mantra
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Credits

Key Authors
JorisCeoen
Mapper, Modeller, Texturer and level designer
Valve
Source SDK + Stock content
Key Contributors
Shawn Olson
Wall Worm Model Tools
AutoDesk
3DS Max
Contributors
Will2K
Very good advice!
Motanum
Good advice on packing and testing!
PlagueFest members
Testing
Special Thanks
Max Boughen
Some great textures!
Google Sketchup
Modelling

Submitter

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JorisCeoen

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Version
v3_2

Attributes

Development State
Final/Stable

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