Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

de_fac_heavy

A Map for Counter-Strike 1.6

Members see zero ads. Membership is 100% free

Updates

menu
Zed 1mo
  • Feature Major layout change: moved Bombsite B forwards
  • Feature Major layout change: moved both entrances of Lower Tunnel
  • Adjustment Moved spawn points for better timing
  • Adjustment Adjusted some crates
  • Adjustment Added and adjusted lighting for better visibility
  • Adjustment Added wooden barriers at Office
  • Adjustment Replaced ramp with stairs at Middle B
  • Tweak Various minor tweaks
The core file shall receive no updates anymore; other files are still maintained and may be updated without notice.

Medium-size bomb defusal map featuring an industrial setting

Title: Factory – Heavy
Internal name: de_fac_heavy

[BRIEF INTRO]
Medium-size bomb defusal map featuring an industrial setting

[CORE FILE INFO]
Core file name: de_fac_heavy_z.bsp
Core file size: 1,806,036 bytes
Core file last modified time: 2019-08-15,12:04 (Beijing)

[MAP INFO]
Intended game: Counter-Strike / Counter-Strike: Condition Zero
Intended mode: Bomb/Defusion
Max supported players: 16T + 16CT

[VERSION]
GoldSource #34 Version Zed
The core file shall receive no updates anymore; other files are still maintained and may be updated without notice.
Related submission: #34B de_fac_heavy_hi

[CREDITS]
Key authors:
– Flora Canou (floracanou@qq.com) > Level designer
Contributors:
– Alexander Zheng > Feedback
– Valve Corporation > Resources provider

Files

Comments

Sign up to access this!
  • Glock18 avatar
    Glock18 username pic Joined 5y ago
    Offline
    2,481 points Ranked 20128th
    28 medals 1 legendary 3 rare
    • Returned 5000 times Medal icon
    • Returned 1000 times Medal icon
    • Reached 50 subscribers Medal icon
    • Submitted 20 Maps Medal icon
    • Winter Worlds Mapping Contest Entrant Medal icon
    • Journey to the Center of the Earth Entrant Medal icon
    access_time 4y
    Hey I thought this map was quite nice! You seem to be going for the "gameplay" perfect type maps as they are very basic, but are also very balanced. It can be quite tough to make sure that a map is well-balanced but you seem to have done a great job. I played as both CT and T, and I never found any extreme advantages on either side. The only thing that bothers me is the entry way which is T spawn. You clipped off the passage indoors, and it doesn't really make sense how the player can't move through thin air. I feel that if you added at least a glass door / fence, or even some short crates, it would be better than having nothing. The next point I'll make is more of an observation than a real piece of criticism, and it's that you could definitely have pulled off adding more props and prefabs. I don't wanna say your map would be better with them because it's supposed to be as minimum Wpoly as possible, but I still feel it would add more interest. Some points in your map go down to 100 - 300 Wpoly, which honestly is just asking for a couple prefabs to be added in there. All in all, my impression is that it would make an excellent competitive game play map, but even when you're playing competitively, you want something interesting to look at too :) _-Glock18_
    • Agree x 1
    • Thanks x 1
    Need a mapper? PM me!
    URL to post:
  • Danial Zahid avatar
    Danial Zahid username pic Joined 7y ago
    Baldi Manager GoldSrc Manager Moderator
    Offline
    2,332 points Ranked 20291st
    60 medals 4 legendary 16 rare
    • Submitted 50 Gamefiles Medal icon
    • Submitted 15 Tools Medal icon
    • Submitted 60 Prefabs Medal icon
    • Returned 5000 times Medal icon
    • 50 posts awarded Exemplary Feedback Medal icon
    • Submitted 20 Gamefiles Medal icon
    Danial Zahid avatar
    Danial Zahid
    Bug Zapper
    access_time 4y edit 11mo
    Beautiful map! You designed a really nice level out there. The layout seems good along with the architecture work. You did a really good job!

    I liked that you made a good use of the default textures, they are looking very nice! Plus, the addition of detail textures are coming out really nice. I appreciate that you used some good detail textures. The textures are looking realistic.

    You put sufficient amount of props in it and they look good. However, the map still feels like a bit empty, because there are mostly crates and boxes. That would be nice if you also add some other detailing props.

    Consider some models as well. Since, you didn't put any models, you can add various things like barrels, some pipelines, generators, etc. (depending on the map type).

    Since, the map doesn't have anything detailing that costing EPoly, you should go adding some models/sprites if you wish to. I'd suggest a glowing light effect on the ceiling lights. You have a great choice of resources.

    The skybox seems pleasing. Good choice on this! The lighting level also seems good, it's not much dark neither bright, giving a pleasent environment feel. Great work on these!

    I noticed this effect you added on several doorways. While, this looks a nice light effect, it is causing severe FPS drops at the same time. I suggest removing it as the map still looks better without this effect. Or if possible, consider adding another effect for the light instead of it, or maybe tweaking the current one to get it optimized.

    The map seems to be optimized. You maintained a good level of WPoly and EPoly. The gameplay is smooth and fine. Although, I noticed that a few of crates were causing divisions. I think you should tie those crates (with Func_Detail) which aren't used for VIS optimization/player's view block. This will prevent the unnecessary creation of WPoly.

    As for blocking this way, it seems odd that you can't go to that way even there's nothing on the way. I recommend adding some stuff on the way if you really want to block, so there would be a sense of blocking.

    In the end, I appreciate you for using detail textures and a good use of the textures. The map has a nice layout, and the architecture work is good as well. The gameplay also seems fine.
    Everything is fine. Consider what I mentioned above as you can really improve the map if you put more effort.

    I really enjoyed playing the map with BOTs. Great mapping you did there!

    Good luck!
    • Win x 1
    • Thanks x 1
    URL to post:

Embed

menu
Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

Key Authors
Flora Canou
Flora Canou Joined 6y ago
Offline
3,196 points Ranked 2712th
16 medals 1 legendary 1 rare
  • Submitted 50 Maps Medal icon
  • Submitted 20 Maps Medal icon
  • Reached 1,000 Points Medal icon
  • 1 post awarded Exemplary Feedback Medal icon
  • One month a member Medal icon
  • 6 months a member Medal icon
Level designer
Contributors
Alexander Zheng
Feedback
Valve Corporation
Resources provider

Submitter

Flora Canou avatar
Flora Canou Joined 6y ago
Offline
3,196 points Ranked 2712th
16 medals 1 legendary 1 rare
  • Submitted 50 Maps Medal icon
  • Submitted 20 Maps Medal icon
  • Reached 1,000 Points Medal icon
  • 1 post awarded Exemplary Feedback Medal icon
  • One month a member Medal icon
  • 6 months a member Medal icon
Flora Canou
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!

Development Info

Notes
[DEV GUIDE]
Derivative works should be given a different name to avoid conflict and confusion.
This work is made with the following tools and configs. Do check them if you want to derive one the same way.
– Editor: Valve Hammer Editor 3.5
– Game definition file (FGD): CS1.6 v0.8.2.0 by Vluzacn
– Compiler: Vluzacn's ZHLT v34
– VIS parameter: -full
– RAD parameter: -extra -bounce 32
– zhlt.wad mounted, which is with the compiler

[UPDATE LOG]
Beta 0 (2013-03-13)
Beta 1 (2014-06-21)
– Added and adjusted some crates
– Improved details and lighting effects slightly
Pro (2015-01-18)
– Added and adjusted some crates and lights
– Removed window at Lounge
– Improved details and lighting effects slightly
– Optimized for FPS slightly
Zed (2019-08-15)
– Major layout changes
– – Moved Bombsite B forwards
– – Moved both entrances of Lower Tunnel
– Moved spawn points for better timing
– Adjusted some crates
– Added and adjusted lighting for better visibility
– Added wooden barriers at Office
– Replaced ramp with stairs at Middle B
– Various minor tweaks

Game

Sign up to access this!

Category

License

menu
Creative Commons License
This work as well as its demo pictures is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.

The Steam Subscriber Agreement overrides any rights you may have obtained above.

Details

Version
Z

Attributes

Textures
Default
Development State
Final
Aesthetic
Realistic
Size
Medium
Environment
Time of Day
Daytime
Zone
Industrial
Structure
Factory

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • favorite 2
  • cloud_download 1.0k
  • remove_red_eye 3.4k
  • mode_comment 2
  • access_time 4y
  • access_time 1mo
  • refresh 1mo

More from Submitter

menu

More Bomb/Defuse Maps

bcp.crwdcntrl.net tracking pixel