1.1: Added .kv file, AR-specific spawn points.
This level started out as a potential entry for some GB contest. It quickly turned into one big messy playground where I've been trying out various gameplay and design ideas.
Although I managed to stretch development over two and a half years, the actual time spent on this level is around 4 months.
In the end it turned out to be Quake arena-style level with bizarre arcade elements usually not found in a slow-paced shooter that CS:GO is, namely pickups for health & other bonus effects, jumppads, turrets and air vehicles.
I can't say that the end result feels satisfying - due to both engine limitations and lack of motivation to find a way around those and polish the level. Overall atmosphere seems nice, although level - partially thanks to Source engine ancient technical limits - is lacking in minute details department.
Even so, working on this map has been quite an enlightening experience, which let my passionate hatred towards Source blossom in full color. On the brighter side, I also picked up some Blender skills along the way.
If anyone's interested in VScript source code for various contraptions in this level, you can unpack it straight from .bsp file. Or just ask me and I'll publish plain source files somewhere else, as well as Blender source files for props and level .vmf source itself (it'll crash your Hammer editor in a matter of minutes, though).
Navigation file has been slightly hand-tuned, bots should run around in a relatively natural manner, although jumppads confuse them noticeably.
If you're putting it on a game server, please provide players with this BZip2 compressed version - its size is about one sixth of an uncompressed file.
Over and out.