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de_ciel

A Map for Counter-Strike 1.6

Updates

Stable 0, 1 3y
  • Amendment Fixed bump for all stairs
  • Feature Major layout change: removed path between Sniper Nest and Long A
  • Feature Major layout change: added Wedge, a connecting path between 12 Doors and Blue Corridor
  • Feature Major layout change: removed staircase to CT side of Upstairs B, added jumps to there at Warehouse
  • Removal Major layout change: removed room above Bombsite A
  • Overhaul Remade Sniper Nest, featuring larger windows to watch Bombsite B
  • Adjustment Re-colored staircase between Glass Doors and Warehouse to yellow
  • Adjustment Added decorative windows and doors at certain places
  • Adjustment Made fans move faster
  • Feature Major layout change: moved Security Doors to Long A
  • Adjustment Expanded planting area of Bombsite A
  • Tweak Minor tweaks
Beta 1 4y Removal Overhaul Improvement2 Optimization Tweak

Large bomb defusal map that features the top storey of a skyscraper at night

Title: Ciel
General name: de_ciel

[KEY FILE INFO]
Key file name: de_ciel_c1.bsp
Key file size: 6,586,548 bytes
Key file last modified time: 2018-07-28,15:53 (Beijing)

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

[VERSION]
GoldSource #25 Version Stable 1
Related submission: #24 fy_ciel

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

Version Stable 0 available on request.

Files

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  • NvC_DmN_CH avatar
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    3y
    Agree, it surely is better now!
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    3y
    Looks amazing!

    can you fall from the roof?
    Alta-Fruta
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    4y
    Hey man I gave your map a test:

    I love the ambience and lighting a lot!
    I'm also a really big fan of your neat and tidy style, and your attention to detail. Not exactly detail in the sense of small props, but in the sense of making everything seem as one. And linked like their parts of a jigsaw puzzle.

    The layout is really cool! And I love the glass-sliding doors near T spawn :D

    I've got a few nitpicks:

    1. The fans move too slowly. They're like pretty much useless as fans go XD

    2. There's a glitch in some of the sliding doors. You should add a "lip" in the func_door settings.

    3. I noticed you used "ramps" to make your staircases smooth to move along. You should use the "bevel" texture for any hidden faces of the ramp and surrounding floors. This will stop a small "bump" that occurs when you go down ramps in gold src engine.

    4. I think the textures of your sofas are not good looking. I always didn't really like the "fifties" sofa textures, I'd recommend finding your own textures.

    5. The map file size is very large! How come? I'd try to find ways to minimise it, but its up to you.

    6. Use a custom Nav file! And edit it a bit. It stops the initial loading time, and bots perform better! Check out my latest Tut: Link

    The main issue with this map is the darkness. Its really too dark for a CS map. I can never see the enemy players clearly enough, and it sucks to die because you cannot properly see. The map could atleast be a little bit brighter. Right now its just too dark. Just make the lights a little stronger, and add a few here and there.

    Another big issue is that the map seems T -sided. I think its because they get a lot of space to move around, very early. But CTs seem a bit cramped up. I hope you can figure that one out, because map balance is one of the most key things!

    I also think that there are too many windows and passageways. It makes the map a little hard to navigate, and its really too easy to get ambushed. I love your layout, but if you closed some of the windows, locked some more of the doors, it would be easier to play the map.

    I really love your style, lighting, and technique; and I like how you make map layouts. I think this map, you took the layout too far and added too many passageways.

    I hope you can understand what I'm saying, and try to fix it if you agree with me!

    Regards,

    -Glockster
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    Need a mapper? PM me!
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    4y
    Flora is back with another masterpiece!
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    Looks pretty good. There are good details and lighting.
    • Thanks x 1
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Credits

Key Authors
Flora Canou
Flora Canou Joined 7y ago
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17 medals 1 legendary 2 rare
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  • 1 post awarded Exemplary Feedback Medal icon
  • One month a member Medal icon
Designer & creator
Contributors
Valve Coporation
Resources Provider
Glock18 avatar
Glock18 username pic Joined 7y ago
Offline
4,190 points Ranked 1,844th
29 medals 1 legendary 4 rare
  • Returned 5000 times Medal icon
  • Returned 1000 times Medal icon
  • Reached 50 subscribers Medal icon
  • Submitted 20 Maps Medal icon
  • 6 years a member Medal icon
  • Winter Worlds Mapping Contest Entrant Medal icon
Feedback
Alexander Zheng
Feedback

Submitter

Flora Canou avatar
Flora Canou Joined 7y ago
Offline
3,529 points Ranked 2,582nd
17 medals 1 legendary 2 rare
  • Submitted 50 Maps Medal icon
  • Submitted 20 Maps Medal icon
  • 6 years a member Medal icon
  • Reached 1,000 Points Medal icon
  • 1 post awarded Exemplary Feedback Medal icon
  • One month a member Medal icon
Flora Canou
Creator
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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 v33
– VIS parameter: -full
– RAD parameter: -extra -bounce 32
– zhlt.wad mounted, which is with the compiler

[UPDATE LOG]
Beta 0 (2016-08-17)
Beta 1 (2017-06-12)
– Removed side routes of upper Chokepoint B
– Remade 12-Door Room
– Improved visibility at certain places
– Improved flow at certain places
– Optimized for FPS
– Minor Tweaks
Stable 0 (2018-07-24)
– Fixed bump for all stairs
– Major layout change: removed path between Sniper Nest and Long A
– Major layout change: added Wedge, a connecting path between 12 Doors and Blue Corridor
– Major layout change: removed staircase to CT side of Upstairs B, added jumps to there at Warehouse
– Major layout change: removed room above Bombsite A
– Remade Sniper Nest, featuring larger windows to watch Bombsite B
– Re-colored staircase between Glass Doors and Warehouse to yellow
– Added decorative windows and doors at certain places
– Made fans move faster
– Minor tweaks
Stable 1 (2018-07-28)
– Major layout change: moved Security Doors to Long A
– Expanded planting area of Bombsite A
– Minor tweaks

Game

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Category

License

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

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

Details

Version
C1

Attributes

Development State
Stable
Textures
Default
Aesthetic
Realistic
Size
Large
Environment
Time of Day
Nighttime
Zone
City
Structure
Skyscraper

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