This is a small map and in turn a fixed(hopefully) remake of a map I'd made for CS:S (de_potato_field) almost 2 years back.
Please note that ALL props and textures used are a property of Valve.
**UPDATE: Created the navigation mesh again to fix one issue and did some other optimizations.**
1. Balanced all routes to Bombsite B.
2. Bot Navigation Optimizations.
3. Duct modified to help balancing.
4. Removed custom particle to avoid conflicts with other mods.**
1. Let the map load non-default character models.
2. Fixed an overlay bug.
3. Added Loading Screen text.**
Also, the map's uploaded in STEAM Workshop as well. Here's the link:
**VIDEO: [Rough Run-through](https://www.youtube.com/watch?v=RFjSg8OZF10 ">>YOUTUBE<<")**
As I told you in the PM, I am seriously lacking free time these recent days but I managed tonight to have a fast 30 min run in the map to quickly test it.
The map overall is nicely built with a coherent theme and lighting, and the brushwork/props proportions are well laid. You added several nice touches of details all over such as paper swirl particles, dustmotes, glow effects, sprites, decals and so on.
I’ll try my best to list all the issues that need your attention to fix/update:
You have excessive fog in the underground tunnels as a result of the fog in the main map. To counter this, you need to add a second fog controller with reduced or no fog in addition to a fog\_volume entity in the tunnels to eliminate this effect.
Several incline rails (props) are poking through the stairs; better adjust them to be completely within stairs especially the bottom part.
Several roofs/building edges are nodrawed in the 3D sky but they can still be seen while jumping on crates near A or T spawn; it would be better to texture them as the effect now is not so realistic (seeing through the surface).
The helicopter sound is a bit annoying playing constantly all over the map and can hinder gameplay. Make the chopper leave after round start just like dust or Aztec for a more realistic effect and less annoying noise.
The road that goes outside the compound near T start ends abruptly and can be easily seen when standing on top of the crates. Better make it twist behind a hill or building for a more believable setup.
Your ligh\_env direction is not matching the one of your env\_sun. You can compare the shadows angles on the floor with the sun in the sky to see how they are different. You might want to adjust the angles to be matching.
While hiding details in-game, I noticed several detail brushes still as regular world brushes needlessly cluttering your PVS/polygon count and affecting your fps. These are mainly buildings in the 3D sky, 4 crates near T spawn (blocking a pathway near broken stairs) and the sloped underground entrance walls. Switching these to func\_detail would decrease engine overhead and boost some frame rate.
As a final note and if you want my opinion, this map does not work as a classic bomb/defuse; it would suit better an arsenal/gungame setup or a demolition scenario with one central bomb (like bank or safehouse). A fight yard should also work fine.
The map is way too small for a classic bomb/defuse, the layout is a bit cramped especially the narrow underground tunnels and the chokepoints are too constricted and will result in stacking on critical paths (especially crouching vents in B). On top of this, the map, considered as bomb/defuse, has a serious flaw with timings: CT-A 8s, CT-B 10s, T-A 8s, T-B 8s.
You can see that CTs and Ts have the same timing to A and that, although not recommended, would have been fine if B timing was largely in favor of CT. In your case, T reach B 2 sec before CT, and considering the cramped nature of B and its entrance/exit, the CT mission would be suicidal and unbalanced.
If you want to keep a bomb/defuse scenario, then I recommend adding another yard or two to the main compound to get some room for proper DE layout. Another option is to switch the map as I told you earlier to demolition/gungame or FY, given the layout and restrictive area.
You got the vision; you just need to polish the execution.
"2. You can go outside of the map from T-base if you climb the ladders."
This has been fixed.
"3. Terrorists can easily get to B and plant the bomb before CT's get there. This needs to be fixed. There's no point in this map if CTs have no chance to defend the bombsites."
This has hopefully been fixed VJScope. :)
Are you using STEAM? If yes, then doing the 'Check integrity of local Game cache' should fix all problems. And it won't download the whole game again.
As a side note, I've already removed the custom particle from the map so people don't have to mess around with the 'particles_manifest'. It's sad though. but I should avoid problematic approach. You'll find it in the very next update in a day or 2. :(
The navigation breaks at 2 particular locations where the ladder meets crouch areas on top. Only problematic for bots.
Some people might find some places a bit too dark. It was intentional to make these places a bit sneaky. A flash bang can do just the trick. :)