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Classic demolition map set in Pripyat city (Chernobyl).
VERSION 5 (final)
Classic demolition map set in Pripyat city (Chernobyl, Stalker etc.)
"International counter-terrorist forces tracked down terrorist base in abandoned Pripyat city in the Chernobyl exclusion zone. Illegal weapons and chemical waste are stored there. Because the base was exposed, terrorists want to destroy all evidence. CT have to stop them at all costs."
Special thanks to:
VIP Triggy IPN
Thank you all for support!
You can rate and support my map on the Steam Workshop:
Hi, Iam Here to talk with You (The Creator) about improoving yur map by adding some props (for example de_cache Chimney), as i saw, you were using a brush to make the NPP chimney, not the model, so i can help you by making it more realistic. (AND YES I LOVE THIS MAP AS I LOVE MY PARENTS AND GIRLFRIEND)
> **Posted by H1xis**
> i ve been finding that ferris wheel model everywhere, if you know where to find it,pls tell me.
This one was made by me, in hammer, from brushes and custom textures, I don't know any pripyat ferris models, sorry :)
Well, the map itself is a masterpiece (Valve, be ashamed for your maps..some of them)
anywhat.. The areas like the pool etc. look very like the real life counterpart in Ukraine, Chernobyl and have the feel of the place.
However some other areas feel more "generic" and really clean, yeah i understand all the optimization, and player visibility stuff. but considering the fact that ppl left that city years ago, look at the place now, overgrown, grass and junk everywhere. but im saying this coz im not a fan of ruining map's details coz of optimizing, or player visibility.
My tip: add MORE overgrown foliage and make it more dirty in some places yo. But that's only my opinion. its still a great piece.
> **Posted by will2k**
Thanks man ^^
Always nice to hear some usefull feedback.
Yeah, to be honest I didn't put much attention to optimisation. The middle is pain to optimise and I wanted to see first if people will complain. Most didn't ^^
And after first version of the map I had lots of stuff to fix.
Now I can focus more on that.
Great memories from S.T.A.L.K.E.R. and Call of Duty 4.
The whole map design is a beauty. The only thing I do not find appealing is all of the barrels in the pool; I'd remove some of those and add crates or something in the line of that type of detail.
As for that, everything looks wonderful, really nice job on this.
I am a fan of Stalker games and the Pripyat/Chernobyl setup, so it was a nice surprise to see this map released.
Upon running around in the map, I could easily see that you attractively captured the ambience of the ghost city whether it be the real city or the one depicted in the Stalker franchise. Well done.
The landmarks are all there which is a huge bonus for Pripyat fans: the swimming pool, the Ferris wheel and bumper cars, the soviet-styled workers buildings, etc. all made the experience all the more enjoyable and authentic.
The attention to details in the map is brilliant from brushwork and props coordination, to displacements and decals not to mention particles and moving props. Honorable mention goes to the ticking Geiger counter in the pool :)
The soundscapes are nicely distributed between nature sounds outdoors and eerie hums indoor to vary the mood.
The map is adequately clipped to ensure smooth player motion especially on the amply scattered props here and there; good job.
Timings were good although it felt a bit T sided because of the abundance of paths from and to bombsites, making covering and retaking a bit difficult for CTs. CT-A 10s, CT-B 12s, T-A 18s, T-B 16s, A-B 17s
I gathered my findings for you to help you further polish and fine tune this lovely map.
You have an invalid T spawn as can be seen in the console (coordinates); make sure this spawn does not touch the ground or any surrounding object.
You have floating bars in Ct spawn (part of the kids playground to the left); make sure to lower these bars until they touch the ground to keep the realism.
You did a mixed job in optimizing the map as some areas have high fps while others suffer from drops. You did a fine job in func_detailing and nodrawing the map but you missed on other aspects to further increase the overall fps. The map doesn’t have areaportals which is very important for a map this complex, and hint brushes are also needed because many visleaves were large and covering big areas which will cause over-rendering of unnecessary visleaves. You could lastly use props fade distance as a way to further improve your fps. You can consult my tutorials/papers here and articles here for some in-depth look on Source optimization.
A very enjoyable and pleasing map especially for a Stalker/Pripyat fan. Keep up the good work and best of luck.