Cafe first post and cafe vanguard are located in the same building in the historic part of the city. Terrorists have placed 2 bombs in the guise of suitcases.
This was done while masquerading as pub hopping gentleman. The counter-terrorist got wind of this and came to disarm the bombs. This is the last try of the terrorists to blow up the whole place to kingdom come.
32 players max
~2600 max r_speeds
Sorry for the cheesy description. This map was made in one month. After the contest, all assets including the rmf will be released as a open source project.
[Here is the source code of the map](https://github.com/shash7/de_vanguard "Here is the source code of the map")
This is probably my last endeavor as a mapper. Please rate my map and tell me if I am missing something.
> **Posted by shash7**
> > **Posted by NaitsirK di Fire**
> > > **Posted by Minnow123**
> > The dude explained most of my nitpics and observations, but here is my review.
> > The outside areas are really well done, as they give a great sense of scale and a world beyond the borders of the map...
> Hey man thanks a lot for your review. I honestly
> was running short on time. I was in delhi and my >....
Yep, I guessed you were held back by time since we were in a similar situation. I went back to Kikinda to by myself glasses, and came back 6h b4 the deadline, so basically, I understand you mate :)
No prob ^^
> **Posted by NaitsirK di Fire**
> > **Posted by Minnow123**
> The dude explained most of my nitpics and observations, but here is my review.
> The outside areas are really well done, as they give a great sense of scale and a world beyond the borders of the map...
Hey man thanks a lot for your review. I honestly
was running short on time. I was in delhi and my flight got delayed. I came home at 11:00 and the deadline was expiring in about 7 hours.
I agree the map could be more optimized but I honestly had a 'fuck r_speeds' attitude during the making of vanguard. It was ok as long as it ran smoothly, and it did on my pc and laptop. Still, given a bit more time I could have lowered the r_speeds even more.
As for the indoor area, I agree it was wasted. I have a lot of ideas but sadly didn't get to implement them. Time was a major factor. In the end it was all about shipping the map.
But I personally like the gameplay. It is fun, fast and fluid. The map could have been a bit more bigger but the gameplay is pretty good so meh.
Lets see what happens now. I will be releasing the rmf and the textures on github after the winners are announced so stay tuned for that.
> **Posted by Minnow123**
> > This is probably my last endeavor as a mapper. Please rate my map and tell me if I am missing something.
> Man, I love your maps, but you know what you're doing. I'll miss you, and your work. o7
> Anyways! A crate texture didn't load in for me, pi_cratebig. That's probably an issue on my end, but I don't know where to obtain that texture!...
Thanks a lot for your feedback man. I made a couple of changes but I couldn't solve the missing texture problem. Check if any errors popup when playing on de_pirenesi
Oh and don't hop around too much on the alternate way to the second floor near the bomb spot. There is an easter egg over there!
> **Posted by Minnow123**
The dude explained most of my nitpics and observations, but here is my review.
The outside areas are really well done, as they give a great sense of scale and a world beyond the borders of the map. Also, it is quite well detailed for the engine we are using. The main building is also pretty to look at, and it is blending into the scenery as it should.
I see you upped the brushwork on this one, and I like that move, the lamps, the tables and chairs, the small details on the tables such as bottles and notes, pictures and small lights, you stepped up and did a great job at that.
Also, the layout is quite interesting, since it is a single building with 1 road by the side were talking about, you made plenty of routes for the players to take, so it wont get boring anytime soon.
But, you made quite a few errors doing it all, and I can understand why, since the time was pretty short and the engine is, as we all know, a bit complicated at times just like a spoiled child. As I'm currently quoting Minnow, he put the errors up front already, and they caused by the deadline hurrying you up (I made mistakes also 'cause of that), here are other ones I noticed which are design flaws mostly and are related to the engine.
The fps is not bad on the inside of the building, but since those are close quarters, it could have gone higher without any penalty for the player, but the outside, where awps are the king and rifles the queen, you made a big error. The fps there, since they are made for precision and not for crazed out bullet letting, should be much lower, and that ain't the case. The w\_poly went to 3000 while I was down the stairs from the ct spawn, and it was at 1000+ the whole way through. An awp player is gonna spit at his monitor so hard there, he might risk dying of dehydration. That just doesn't work, but I can see where the problem lies. The engine as I said b4, needs a bit of "hand to the bottom placement" to get things right, but you were too gentle. The windows are letting "vis" render a lot of interiors. Now that is a problem when the building is as big as this. Hint brush would have helped here, or a different design, it must not stay this way. I suggest making smaller rooms near the windows, or some kind of vis blocker to help it a bit at some places, I know it is a slap at the wanted look, but hinting might do the trick as well if youre going more in that direction, but I never was good at using it, so I cant tell you more.. (btw, gameplay wise, I jumped over the wired fence at t spawn, clip clip clip!)
Now, the interiors. They are ok as mentioned, but more detail would have done them justice. It is a personal opinion, and might not be shared amongst others, but upping some textures, and putting a bit more work could have brought more joy for the eye, without beating the engine a lot. And since I mentioned textures, I must say, you could have made more of 'em. I see you used a lot from the original map set, but they are old and cant compete anymore. Also, the map looses its uniqueness because of that.
The lighting on the other hand is nice, as it is giving a warmer feel inside then the outside, and as playing it, you sense the change almost on your skin. On my laptop it seems like it could have used a +1 on the gamma, but since this is a low end graphics card, I cant say nothing for sure. Btw, the fog effect is really looking good here, combined with the trees and objects in the distance, I love the feel :)
Anyway, sorry for sounding like a bi*chy wife in a lot of this review, but I just feel like you could have done much better, and I think it can still be improved. But, since were both finished with mapping, I hope someone picks up interest in the project, and gives the map its needed shine.
Hope I helped. Good luck mate!
> This is probably my last endeavor as a mapper. Please rate my map and tell me if I am missing something.
Man, I love your maps, but you know what you're doing. I'll miss you, and your work. o7
Anyways! A crate texture didn't load in for me, pi_cratebig. That's probably an issue on my end, but I don't know where to obtain that texture!
Sorry for running it at such a low quality, it's just how I've had it for map testing. :(
Past the bulletin board right by T spawn building, there are a few world-tears in that vent.
This CT-spawn bench has some hollowed sides, same model as the one against the building I presume.
This area in front of the vending machines is blocked off, I cannot come any closer! Also it stopped dispensing soda. :(
But when it was dispensing, the cans would appear halfway up the machine and gently sink into the floor.
And as a bonus...
I am not good at jumping or climbing, but I did find a way up onto the second floor. I was going to write up how this needs to be fixed, but then I realized that there were some stairs leading to the second level - I just took the hard way!
Pardon any formatting errors, very new to FPSB. :V