Counter-Terrorists: Prevent Terrorists from bombing the mansion or the light house.
Terrorists: The Terrorist carrying the C4 must destroy one of the aforementioned areas.
Other Notes: There are 2 bomb targets in the mission.
Welcome to de_Via. This started as a an exercise but then grew and grew like a bloody tumor. A pretty one at least.
The map is very playable, unlike my previous few endeavours, since my goal was to see if my terrain technique could be put on a large scale, with a few other things as well, while not ruining the competitive gameplay aspect. The w_polys range from 300 - 900, with the highest being only at the gate by the CT spawn, where it's 1500. e_polys, on the other hand, wont cause problems since they are pretty low.
Just a note to anyone who wishes to try something like this, it'll hurt.. bad..
About the glitches: There are a few areas where you can see a model pop in and out, because this is GoldSrc were talking about, but nothing game-breaking. So hakuna matata.
Enough said. Enjoy.
There is an announcement. My lap top stopped working a few days ago, it won't read my HD, and all the files for the map, the .rmf, .wad files and a new experiment I was working on were on it without a backup.. If it gets fixed, in a month or so, and the files stay intact, I'll see to releasing the new version. Wish me luck.
Man, I've to admit, you are one of the greatest cs 1.6 map creator, whom I'm seen. Your all maps is completly finished in to the smallest detail. Respect from me to you, and keep up your awesome job. :)
Man, they look a lot alike! It almost feels like it was on purpose! I wonder if it was?
I dont know, maybe it was just an inspiration... This kind of layout (3 lanes, 2 opposites bombistes) is very popular and is still one of the best tamplate for a simple and balanced map.
I see...I'm not a mapper myself, so I don't exactly know about things like templates and popular layouts. Thanks for the info.
Aw. You got me, I'm a charlatan :P
This map was started as an exercise in geometry, modelling and environment+mood, but not in gameplay (as in layout, not optimization). So I used dd2s model because of its dynamic paths (figuring out how to make the geometry for them was quite a task, and I like challenges). So when the map grew, I experimented more on play in order to see if I could adjust it a bit without breaking the flow, while still making it more diverse and open from dd2. The betas and alphas looked much more like dd2 in terms of layout, but stylistically were much closer to my earlier work.
All in all, I think it kind'a worked :D This map is what a real remake should be, even tho it was created with a different intent in mind.