de_sandstone_v4

A Map for Counter-Strike 1.6

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Updates

Text update
  • Updated map text file (Thanks CloneCommOmar!)
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Matias-TM
3mo
Version 4.0
  • Changed main screenshot.
  • Re-added second double doors.
  • Changed sky for more "duskier".
  • Added more details.
  • Added a map text file for more information.
  • Some changes in Bombsite A and B.
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Matias-TM
3mo
This is another Defuse map for Counter-Strike 1.6.

NOTE: I've lost my project file and i cannot continue with the map, So this is the latest version.

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  • 2mo
    Glock18 avatar
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    Map Review for Sandstone

    Hello ser. I am here to share my view on this neat little map you made. I'll start by going through what I liked most about it, then critique it's design, and finally come to a conclusion and rate the map.

    What I liked

    This map is simple, and solidly built. One of the main reasons why I downloaded it is because of those lamps. They somehow fit so well, and create something new for the ol' dust textures. If they weren't there, I would have taken it for an absolute dust clone, and probably not played it.

    After play-testing, I realise what I mistake it would have been not to try out this map. I found it very fun to play. The layout confused me at first, but after a few rounds, I was quite comfortable. The level offers a mixture of CQB and long-range fights, and has enough passageways to allow for team tactics. Any more passages and the map would have become too unpredictable. I actually enjoyed that perfect balance, which created tension, but also made me confident in choosing where to go.

    I thought that Bombsite A would be hell for a CT defuser, but then it dawned on me that it lies very close to CT spawn, and allows for a strong defence against the Ts. As a T player, it is possible to infiltrate site A, but it requires diversions. A successful taking would spell the end for the CTs though. Thus, the map is decently balanced for both sides.

    What could be improved

    Although I said I was comfortable with the maps layout, I think I would enjoy it even more if there were a few more specific props here and there. It would help players to orientate themselves around the map more easily. If you included, for example, a marketplace in one certain area (the middle would be great), it would be an improvement. Moreover, it would spice up the visuals of the level.

    Bombsite A and B seem just a little to close together. If one of them could be shifted, so that it takes a few more seconds to reach, it would be easier for the Ts to take a site.

    The skybox should be lowered, so that it touches the rooftops of the buildings. This will improve the frame rate of your map, which is surprisingly high for its simplicity. Remove the skybox "walls", and just have one brush to cover over all the rooftops.

    You should use a custom overview. You can learn how to make one with this tutorial:
    http://gamebanana.com/tuts/10738

    You should also name the sections of your map, with names like "Middle", "Bombsite A", etc. Then, Bots will call the names and report to you. Follow my tutorial if you'd like to learn how to do this:
    http://gamebanana.com/tuts/11617

    The following nitpicks will be referring to this image:
    http://files.gamebanana.com/bitpit/sstoneprob.jpg

    1. Texture mis-alignment there. (Zoom in to see).

    2. That architecture looks a bit weird, because it doesn't touch the ground. It gives the impression that its floating/unstable. I'd recommend making the bottom side 45 degrees, so it's shaped like this:
     ___
    |    |
    \    |
      \_|

    3. Those have the same problem.

    4. That door looks like it is a brush error. I would recommend making your doors cubes instead of "semi-arches". I bet if you open your RMF and click Ctrl+P, there will be an error that says "Invalid solid structure". Change your doors to cubes, and it should be gone. (The corners will be hidden by the arches above anyway)

    5. Make the hidden faces of your brushes "null" texture. All faces that the player will never see should have "null" texture. That will save framerate.

    I have a few other nitpicks too...

    You can make your closed doors have a "locked" sound effect. It is a nice little feature, and is easy to do. Follow these steps:

    1. Use the clipping tool and cut your door in half, length ways. Like this:
     _____________
    |____________|
    |____________|

    2. Select only the visible half. Then press "Ctrl-F", and make it a func_door.

    3. Call it "lockeddoor", and set is "LockedSound" to "latch locked".

    4. Now create a new brush, with dimensions 32x32x32, somewhere high up, where players cannot reach it, with texture "aaatrigger".

    5. Press "Ctrl-F", and make it "trigger_once". Set the target to "lockeddoor".

    Now your door will make a sound when the player touches it! Repeat step 1-3 for all your closed doors.

    And finally, you could do with some more sound effects in general. Anything would do, like some crickets, wind, a passing bird, etc.

    Conclusion

    To conclude, I think that your map is very nicely made. The brushwork is neat, and intricate enough, and the layout is balanced and fun to play on. It is the perfect size for intense gun battles. If you fix the things I mentioned, it would be better, but it's up to you. Keep mapping!

    -Glockster

    8.5/10

    • Helpful x 1
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    Need a mapper? PM me!
  • 3mo
    GIGN_Mystery 5:20 avatar
    GIGN_Mystery 5:20 Playing Games
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    It looks nice TBH
    Make_the_change_buddy
  • 3mo
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    Complicated Inc.
    Looks decent, gonna give this a try.
    I wish I was a Russian
  • 3mo
    CloneCommOmar avatar
    Member Joined 6mo
    247 points Ranked 15258th
    Seeing as you based the map description file on the one I did for "de_sandstone_cz" - here is a remake:

    Sandstone (Version Four) - Bomb/Defuse
    by Matias-TM (http://gamebanana.com/members/1397314)
    Textures by Chris "MacMan" Ashton (MacManInfi@aol.com)
    Map Description recreated by CloneCommOmar (http://steamcommunity.com/id/clonecommomar/)

    Counter-Terrorists: Prevent Terrorists from bombing any of the bombsites. Team members must defuse any bombs that threaten targeted areas.

    Terrorists: The Terrorist carrying the C4 must plant it in one of the two bombsites.

    Other Notes: There are 2 bombsites in the mission.
    • Thanks x 1
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    ¯\_(ツ)_/¯
  • 4mo
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    Micro-Storm avatar
    Micro-Storm
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    Complicated Inc.
    Nice map by the way! Reminds me to de_dust2 map :p
    • Thanks x 1
    Are you sure it was perfect? avatar
    Mantra
    Are you sure it was perfect?
  • 5mo
    dyb avatar
    dyb Offline
    Member Joined 8mo
    433 points Ranked 9819th
    Good idea, and I like your solution about unusual angles, but:
    a) You should fix that issues at pictures N1-N4
    b) You should make this lamps into func_illusionary (picture N5).

    Anyway, this map is really good :)

    9/10

    • Helpful x 1
    • Thanks x 1
    Always keep calm

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Credits

Original Authors
Matias-TM
Matias-TM Offline
Member Joined 3y
353 points Ranked 11458th
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Mapper
Chris Ashton (Macman)
Textures

Submitter

Matias-TM avatar
Matias-TM Offline
Member Joined 3y
353 points Ranked 11458th
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Matias-TM
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Category

Details

Version
4.0

Attributes

Development State
Final
Biome
Desert
Season
Summer
Time of Day
Daytime
Environment
Size
Medium
Textures
Default

Stats

Posts
7
Views
4,250
Downloads
2,118
Date Added
5mo
Date Modified
1mo
Date Updated
3mo

Featurings

  • Today's Pick May 7 2017

Scores

79 bScore
9.1 Rating

4 voters

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