de_gorge_cz

A Map for Counter-Strike: Condition Zero

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Updates

Update 1.1
  • Fixed bad null on rails rail at T spawn stairs
  • Fixed bad null on rails at spiral staircase
  • Made the terrain smoother to move along with bevel
  • Fixed a complex brush that made the player stuck
  • Bots can climb the elevator ladder now (but usually choose not to... Damn them!)
  • Bots move smoothly around the map
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Glock18
5mo

Gorge - Bomb/Defusal

This is the second iteration of my idea of war in a canyon. It's set up for Condition Zero, but you can install this into 1.6 too. Fight along a gorge, which is blocked by a dam. Expect long-range and short-range combat out in the canyon or inside the halls and labs of the facility.

Terrorists: Plant your given explosives at either of the two target sites. Site A is at a research centre next to the dam. Site B is at a garage at the bottom end of the gorge.

CTs: Prevent the terrorists from detonating their explosives at one of the two target locations.

Map Tactics

- Station 1-2 players with sniper rifles along the gorge -- it is the only crossover for either team to reach the opposite sides of the map -- and take out any stray enemies.

- Don't stay too long in the water or you'll be a sitting duck.

- An AUG or SSG 553 is the perfect choice for this map as there will be many long distance battles, as well as close-quarters fights along the corridors of the facility.

Credits

  • Glock18: Map design; texture compilation; brushwork
  • CGTextures: Textures
  • Valve: Game engine; textures; models

Files

Posts

  • 2y
    Flora Canou avatar
    Member Joined 4y
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    I find you really love creating light glows. Your previous maps always feature this. Good inspiration for me.

    > **Posted by TheEdvinazard**
    >
    > Nice map! I haven't played it yet, but I already see one not super good thing:
    >
    > It takes longer for CTs to get to A than to B. So terrorists will avoid B and go to A instead.

    In fact this isn't a sufficient reason for Ts to prefer site A.

    9/10

    • Interesting x 1
    • Thanks x 1
    Oldthinkers unbellyfeel me.
  • 2y
    Glock18 avatar
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    > **Posted by timmycakes**
    >
    > ...

    Thanks for this constructive post! It's just what I needed. I'll try to work on the map later with your feedback in mind. The problem with me is that I'm a lazy person, so by the time I get to the detailing stage of the map I just can't be bothered and that's why some rooms are a bit bare. I just think "Not another f***ing room to decorate".

    Thanks for your offer, but I don't really need anything like that unless you really want to for your own leisure. I'll probably end up trying to fix it later.

    Anyway, I've noted your review, thanks again my friend!
    Need a mapper? PM me!
  • 2y
    Mark Tven avatar
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    Looks cool, it made me impression that some of the textures were streched. But what's cs 1.6, it can't be perfect!
    I most liked how you have worked with the vertex tool.

    Good Job 9/10!

    9/10

    • Thanks x 1
    Whatever avatar
    Mantra
    Whatever
  • 2y
    timmycakes avatar
    timmycakes Offline
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    well its definitely a great looking map! played through and its very clean looking from a map making standpoint. good ambiance, nice details, im sure its well balanced (though i didnt get out my stopwatch and time choke points and all that), the design reminds me a good deal of de_arizona, which i love as a map, and the rocks are really good!

    some rooms are a tad bare (and i can understand why since more detail = more polys), but it doesnt take away from the gameplay, its just something i noticed; nothing a few random windows or doors or signage wont fix. the room just outside of T spawn could maybe use a few boxes in the middle of the room or one of your great car prefabs with a garage on the wall so it makes sense to have a car there; just a thought!

    is the water outside of the dam supposed to be opaque? just curious if you maybe forgot to make it transparent. if its not supposed to be, might i suggest making the ground underneath nulled because as far as i can tell no one can see it even if they croush and itll save on polys.

    speaking of that area, it seems you can randomly get stuck in the ground in some places, especially near the rocks. not sure why, maybe the ground is too bumpy or something.

    also, you should get in the habit of func-wall or func-detail (if ur using VHLT)-ing all those "for decoration" brushes. a lot of the boxes and stairs and some of the stand-alone rocks around the map (as well as other brushes) are just world brushes and therefore are chopping up the floors and walls they touch, causing more polys.

    another thing with entities is if you tie 2 brushes touching each other to the SAME entity, they will chop each other, thus negating your tying them to an entity. the main example of this are your PCs in the room next to the dam. the monitors are 2 brushes tied to the same func-wall and are chopping each other.

    some of your entities bleed over into other parts of the map where they shouldnt even be rendered. this can be fixed by either reducing the number of unique structures per entity or by using hint brushes, depending on the situation.

    aside from those things the map is solid!

    one thing that i like to do for people if they so desire is to go through and optimize a maps as much as i can: tie things to entities, merge brushes to lower brush count as well as smooth out the map (some of your rocks for example are a bit choppy to walk on; even tho this isnt exactly a PERFORMANCE issue, im just a stickler for brush merging heh), using hint brushes to block vis wherever possible, and aligning the map to the grid (but i assume you arent one of those mappers lol). let me know if youd like me to do this!

    ANYWAY this map is very nice and i give it a score OF...

    9.7/10

    • Thanks x 1
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    • Interesting x 1
    Bananite
  • 2y
    Ogdred avatar
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    Good mapmaker = good map.
    And this sure is a good map.

    10/10

    • Thanks x 1
    Half-Life fanatic
  • 2y
    The Reverend avatar
    Member Joined 5y
    420 points Ranked 10347th
    Another nice map :) I like the textures you used and the design is great, as always ;)
    I really like the CT spawn and the dam... very nice designed :D

    Keep it up ! I took a long break... school started :(

    9.5/10

     avatar
    Mantra
  • 2y
    captainruSH avatar
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    captainruSH avatar
    captainruSH
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    Combustion Inc.
    woah it's very cool .
    • Thanks x 1
    Aka Necro
  • 2y
    Glock18 avatar
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    > **Posted by TheEdvinazard**
    >
    > ...

    Thanks for commenting! And I see what you mean, but actually the distance from spawn to site shouldn't ever be a problem. It's the relative distance when you compare the value for CTs against Ts.

    I calculated it and CTs reach site A in around 20 seconds. Ts get there at around 26 seconds, so CTs have around 6 seconds to prepare for an assault.
    Need a mapper? PM me!
  • 2y
    TheEdvinazard avatar
    Member Joined 4y
    Nice map! I haven't played it yet, but I already see one not super good thing:

    It takes longer for CTs to get to A than to B. So terrorists will avoid B and go to A instead.
    • Interesting x 1
    Just another day in hammer...

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Credits

Map Creator
Glock18 avatar
Glock18 avatar Offline
Member Joined 4y
1,753 points Ranked 2715th
26 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
Layout; brushwork; texture compilation
Resources
CGTextures
Textures
Valve
Models; textures; game engine

Submitter

Glock18 avatar
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Member Joined 4y
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Glock18

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Details

Version
1.1

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Stats

Posts
9
Views
16,501
Downloads
10,830
Total Downloads
10,830
Date Added
2y
Date Modified
5mo
Date Updated
5mo

Scores

86 bScore
9.6 Rating

7 voters

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