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This map replaces the previous cs_aurora and cs_aurora_final.
The big difference with this release compared to earlier versions is the performance optimization made by LurkyUK. And even though I kind of thwarted him by adding more detail, a bigger skybox, and hdr, this map should now be quite playable :)
New in this release is also a fine-tuned NAV-file, made by Meurglis3.
I hope you like it.
Inspired by Isaac Asimov's novel "The Robots Of Dawn".
On the human colony planet of Aurora, society revolves largely around the use of robots. Certain political forces say further colonization of the galaxy should be handled exclusively by androids, wich is why the Auroran Robotics Institute is now focusing their efforts on creating a humaniform robot - a machine indistinguishable from a human. This accomplishment has however already been achieved, by a robot scientist outside of the institute, who, due to his political views, refuses to share his knowledge with the ARI. This, in combination with a complete lack of progress of their own, may be why the Auroran Robotics Institute has now stolen this unique, humaniform robot. Before the lone scientist has a rescue team assembled, the ARI has managed to duplicate the android twice.
Robot rescue team (CT): Get the humaniform robot and its two clones out of the Institute and back to their engineer.
ARI security (T): Defend the idea of public domain knowledge, and your hostage.
Map by LaBello.
LurkyUK (for overall awesomeness), Lionheart & ukcs.net (in the end perhaps not the perfect 64 player map, but thanks for playing it), Meurglis3 (Hail To The Bots Of Dawn!), USF|Jack (for early development feedback), Gamebanana, Valve.
@will2k: Thank you so much for testing my map, and for taking the time to share your findings. You have a keen eye and a kind heart :) I was soo determined this was the end for cs_aurora, now I'm gonna have to seriously think about it.
The map is quite atmospheric and unique in its setting; you don’t get to see well executed sci-fi maps in CS every day. Well done.
The overall ambiance reminds me of late 90s sci-fi games especially System Shock 2 with the angular design of the buildings and the slightly de-saturated colors.
The soundscapes are spot on varying between nature sounds outside the colony and various beeping and buzzing indoors.
The brushwork is nicely executed with all the slanted buildings at ground level and curved at the top, to simulate the shape of a defensive colony building in a presumably hostile planet.
I quite liked the detailing all around and special mention goes to the deck where the sci-fi elements shine with the different operating tables, bleeping computers and weird experiments.
I am sure that after 3 iterations of this map, you must be tired and eager to move on to different projects but I feel I have to give you my findings in case you want to incorporate them into a one last edit of the map :)
The map still needs some optimizing as areas such as CT and T spawn were noticeably dropping in frame rate.
The first thing to do is implement areaportals as currently the map has none.
Next thing is to set an aggressive fade distance on all trivial/small static props to reduce over-rendering.
The map is nicely func_detailed but you forgot couple of tiny details as regular world brushes needlessly cluttering your PVS; you can find these in T spawn (curved windows corners), in overpass (side beam of catwalk) and hostage room (metal bar on top of consoles in front of hostages).
Speaking of hostage room, when you climb on top of this metal bar and jump, you can see a metal railing floating mid-air (on top of building behind hostage room, below the 2 antennas).
A similar location is the crates in overpass catwalk; if you jump on those crates, you can see the bottomless hills floating mid-air next to the 2 antennas in 3D sky.
Cubemaps are either not added or not built properly. Please note that steampipe update broke cubemaps on all source MP games. You need to use Pakrat to manually delete cubemap textures from the bsp before attempting to build them in-game with specular turned off.
The console was outputting couple of errors: EOF vmt errors which mean that you forgot to close the curly bracket in some vmts, solid vphysics errors where you probably toggled solidity on non-solid models and some custom particles that are failing to load (probably not added to the manifest file).
Gameplay wise the map is smooth but I had an issue with the abundance of glass panels. In some places glass panels surround you from a lot of angles making you an easy target to wallbanging; in addition, when you start shooting through the unbreakable glass, the shots decals start to stack up making seeing the enemy you are shooting on the other side a bit difficult.
A remarkable and unique map in its setting, atmosphere and build quality that I really enjoyed testing.
I wish you the best of luck in your future projects and hope to see you soon in CSGO :)
@Planub: Well, your trees look very nice indeed. I really appreciate your offer, but as I so boringly replied to Ganryu earlier, I'm not likely at this point to release another version of cs_aurora. But there will of course be future maps :) And I do look forward to checking out your "trees for source engine", along with whatever else you might have cooking, I totally agree that nice foliage is hard to come by.
I meant the in-field foliage.
I can either port you foliage, or make my own.
here's one of my own trees, http://cloud-4.steampowered.com/ugc/612789213576050084/35964B647C16B00A2ADBD90E5E1F0FC590695305/
@Planub: Much like Ganryu, you are right. The trees aren't that hot. But somehow I kind of like them, and they've been there since the beginning :) AND they're not used that often. I must admit you got me kinda curious about what you could do, though...
Oh, or did you mean the skybox pines?
@Ganryu: Thank you Sir. You know, you're right, that chopper does look old. Guess I stopped noticing that after a while... Thanks for your offer but I doubt that I will release another version of this map, it's been haunting me for long enough I think :)
I am probably gonna need more help in the future, optimizing maps. If you happen to like working with hammer and know your way around hint/skipping (which I very much don't), please leave a comment or send me a PM and I'll show you a few maps that I'm currently working on.