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A de_ map that has been in development on and off for 5 months
In the vast deserts there are occasionally Oases where travelers can refill
their canteens, this Oasis has however been claimed by the inhabitents of the
city Oasis City. Terrorists truly hate this Oasis and only wishes to destroy
the important locations in the center of the city.
Bombsite A: The relaxation spot that provides the inhabitents of Oasiscity with
two very uncomfortable benches made out of stone.
Bombsite B: The market square that is under construction, a future economical
area of mayor importance for the economical stability of Oasiscity.
Made by Max John Folke Forsberg
V2 IS BETTER, FASTER AND STRONGER!:
* Matr!X7689™ feedback was valued and evaluated by me and then I went trough his list of things he wanted fixed and they are now hopefully up to par!
* More cover has been added for the large open areas!
* Kisses for me, save all your kisses for me.
Enjoy it? **Rate it**
Hate it? **Rate it**
Either or, tell me what you think about it and what you like/dislike
Comment about the checkered texture (outside of playable space and view):
You will never see it while playing unless you free roam with spectator camera.
[Workshop L-I-N-K](http://steamcommunity.com/sharedfiles/filedetails/?id=143485170 "The Almighty Link")
> **Posted by Eatbeavers**
> > **Posted by *T3cH***
> > impressive map..good job..1 question..the water texture..custom or sdk default(if yes witch one)
> It is a default texture pack and it is called this -> liquids/boathouse_water also the depth of the water makes it have a bit of dirtyness to it making it look deeper then it is.
Cool.ty..just got cs:go and sdk today so its kinda differeny from the source one..less textures than i expected..
> **Posted by *T3cH***
> impressive map..good job..1 question..the water texture..custom or sdk default(if yes witch one)
It is a default texture pack and it is called this -> liquids/boathouse_water also the depth of the water makes it have a bit of dirtyness to it making it look deeper then it is.
It was love at first sight- when I saw the beautiful HDR lighting, beautiful theme, etc. via screenshots.
Yes, the map has it's own pros and cons, but the main feature that I think is the "theme" choosen by the mapper -an "Oasis" theme- which has never been seen/heard of before
When I play-tested the map in-game, I spent around an hour in taking 35+ screenshots of various places/areas with various problems.
That all will be covered up below.
Some fancy and exquisite brush work has been done, which do take alot of hardwork and time.
The HDR lighting, minor-details, gameplay, theme, layout, etc. is amazing and blends very will with the map.
The brush work was what amazed me the most as such brush work has never been seen before, also the theme too has never been used / heard of before.
Making a map from a rarely-used theme is not easy, it is very hard for one person to do it all.
Gameplay-wise, the map is balanced and equal on both sides of the team.
The skybox, buildings, detailing, doors/gates/entrances, wooden roof, etc. are also nicely done.
At some places there is cover and detailing, whereas a few of them are completely blank and have no cover.
If there is no cover, the players would be easily killed point blank.
Screenshots, these areas are blank and empty- which makes the map look worse in details-wise. The Bombsites
**Bombsite "A":** it does look nicely detailed and done, but I don't understand the logic of terrorists targetting that area.
That area only has two benches- that's it! This makes the bombsite A make no sense as a target.
As mentioned in the description of the map that bombsite A is the resting place of the city, people could rather rest in their own homes.
**Bombsite "B":** it is very poorly constructed and it seems as if it was made in a rush.
As mentioned in the description of the map that bombsite B is the market place under construction.
But bombsite B does not look under construction at all! No concrete bags, resources, wooden planks, etc.
Plus, the decal "B" is not shown out there and the whole site is covered by the overused brush crate. The Lighting
In some areas of the map, a bit of awkward lighting was found.
Also, in some areas, there is no lighting at all. Screenshot & Screenshot, the blue/cyan-ish lights seem very weird and don't fit with the theme.
Also, there is no light prop out there to show the source of light- it just looks like a random light.
The rest of the screenshots speak for itself.
There is no radar in-game and the loading screen too is blank.
This deteriorates the gameplay and navigation of the map, plus players tend to get confused and lost in the map. Few Structures
Of course your brush work is commendable and exquisite, but there are a few brushes/buildings which seemed abstract and awkward to me.
Please focus on the red-circles in the images, they will indicate/hint the awkward structures/brushes/buildings. Screenshot, those steps on the pool look awkward and it has never been seen before in pools.
Plus, there already is a pool in the map (mid), it is mentioned in the submission that that place is a market place under construction. Screenshot, how will that wooden plank stay there with no support- it would simply fall off. Screenshot, I still can't figure out what exactly it is. Screenshot, that wall seems not mandatory and is just some extra brush which isn't needed at all. Screenshot & Screenshot, there always has to be a purpose for making that shade, but there is nothing under the shade.
So the shade renders pointless, worthless and illogical. Screenshot, the building with the door looks weird as the door itself is higher than the building.
The other two structure are rendered pointless as there are no windows, realism, etc.
The pool at mid has water at such a height that it makes the players difficult to get out off the pool.
They have to "CTRL+SPACE" jump to get out, or take the stairs.
In short, the wall height is extra- making the escape from the pool tougher and time consuming.
The rest of the images, speak for itself. Textures
There are some areas in the map where textures have been misplaced and make the map look abstract.
One missing texture (pink+black boxes) is visible in the map. http://i.imgur.com/BK3Xi7jh.jpg
Please focus on the red-circles in the images, they will indicate/hint the texture misplacements. The Props
In certain areas of the map, many props have been used, but in some- no props at all.
In the middle area (where the pool is), there are only brush made crates- which are okay to a certain extent.
The limited use of props is not acceptable and it makes the map looks a bit overuse of certain items.
It makes the map more dull and boring as it's the same thing everywhere, no variety. Screenshot, the floodlight prop seems to be in mid-air. Screenshot, two things- 1) Who puts melons (that too 2-3) in a van. 2) This area is very empty, so no cover and so gameplay is ruined. Screenshot & Screenshot, adding crates right below the ladder- not a good idea. Players take time to climb up and so ruining gameplay.
Also, you could extend the ladders instead of adding crates. Also, players can camp behind the wall with the ladder, that too ruins gameplay. Screenshot, too many windows. Screenshot, bland building with no windows or anything else, and an empty gap is seen too. Screenshot, only one of the windows has shade and the other one doesn't, looks weird to me. Others
Screenshot, the electric cables pass through the building, which obviouosly looks weird. Screenshot, two things- 1) Awkward lighting. 2) Texture misplaced. Screenshot, two things- 1) Fragile prop doesn't fit. 2) The displacement has a gap. Screenshot, the strange structure's top in the midst of bombsite "B" is accesible by some parkour off the crates. Screenshot, the temple's top is accesible (next to bombsite "B" and CT Spawn) via parkour off the crates.
More cover should be added in the map, especially in the areas with very less cover.
The areas having awkward / abstract lighting must be fixed and all the areas having a dark lighting must have some light.
Screenshot & Screenshot, the blue/cyan-ish lighting must be removed, yellowish light / sky light must be added.
If using "light" and props instead of sky light, don't forget to place a light prop in order to make the map more realistic.
Since this is a professional competitive map, it is always important to have a radar.
Via the radar, navigation throughout the map would be much faster, easier, smoother and simpler.
Plus, the players wounldn't get confused anymore.
Also, the loading screen must be filled with the images and details of the map.
Screenshot, decrease the number of windows. Screenshot, add more detailing in this bland and dull building. Screenshot, fill in the empty areas, fix the pool wall height at mid. Screenshot, add more construction props from vertigo,etc. at bombsite "B" and remove the pool at bombsite "B".
Also add the "B" decal around bombsite "B". Screenshot & Screenshot, remove the crates, extend the ladders and block the gap behind the ladder's wall. Screenshot, fix the floodlight mid-air prop. Screenshot1, Screenshot2, now the electric box from Screenshot2 must be added similarly in Screenshot1.
Fix all the brush works(mainly the buildings), textures and other errors.
A variety of props must be added in the map, some places must be filled in with some detailing- not just left bland and dull.
Just have a quick look through the cons again and fix the rest- as they all can be simply fixed by some common sense and imagination.
Now since I have already covered up all the pros and cons, I will just give a short and brief conclusion.
This map has some parts very nicely detailed and smoothly made, whereas it can be seen that it also has some parts which make it look as if it was made in a hurry.
The map as a whole is nicely done and exquisitely made.
"A unique map inclusive of unique and exquisite features. The theme itself has never been discovered before."
### I hope you liked my feedback, and if you have any queries- pm me or contact me.
All the best mapper!
> **Posted by Neon-X**
> Pretty huge and detailed map. Familiar dusty surroundings. A bit too large opened areas and not too much close encounters should make combat difficult. Good Job!
Thank you for these kind words :)