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css_mirage_go

A Map for Counter-Strike 1.6

Updates

1.1
  • Fixed a small bug on ts side ladder
  • Fixed some invisible textures on mid
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Tatu Eugen
10mo

Mirage from CS:GO to CS 1.6 by Tatu Eugen


If you enjoy my work and want me to continue, you can donate how much do you want, i apreciate. Thanks!





CSS_MIRAGE_GO (Bomb/Defuse)
by Tatu Eugen - www.tatueugen.info



About Mirage

--------------------
Mirage has been popular as a custom map among the Counter-Strike community for years. After Global Offensive was released, Valve decided to include the map as an official bomb defusal map. As with all official maps, Valve updated the visuals and tweaked the gameplay for better competitive play. For instance, the original versions of Mirage had textures similar to Italy, but was later updated to reflect a Moroccan style.

Mission

------------
Counter-Terrorists: Prevent Terrorists from bombing explosive crates. Team members must defuse any bombs that threaten targeted areas.

Terrorists: The Terrorist carrying the C4 must destroy one of the explosive crate areas.

Other Notes: There are 2 bomb targets in the mission.

Credits

-----------
Textures:
Valve (CS:GO Game)
Tatu Eugen

Original Mirage Author:
BubkeZ (bubkez@hotmail.com)

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  • 10moEdited 4mo
    NaitsirK di Fire avatar
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            Well I haven't had the time till now to check this out, so lets begin with the gameplays, the looks and the improvements of this map.

    Gameplay: You have really stayed true to the source material as usual and, with that said, I ain't gonna comment about the flow of the game. 
    What I will say is that you have done a huge job reconstructing this, but I feel that you could have optimized the map a bit farther at the T spawn, the w_polys were shooting up to 2.4k, but that is not a huge problem, and the map runs smoothly throughout. The only thing to add is that there are places that should be clipped off, as said by Tonight /A/.

    Graphics: Now.. I realize that cutting corners is necessary for a project like this, and I must admit, the map turned out really good, though I think that there should be a few improvements. 
    The map, as it is, is nicely detailed, especially the buildings with details like hay on the roof of a building at site A, but the backdrops also bring a lot to it with the sense of openness and scale. Also, a huge + is that the map is consistent with its level of detail throughout, just imagine the split when one minute you are walking in an empty high class apartment and then walking out you jump into a scrap yard, just doesn't work right? So, much appreciation to the design, a lot of people don't consider this. 
    And now, something ugly this way comes. I realize that the texture scale must be turned up for a map with the complexity like this ones, but there are parts that could benefit a lot by the textures being doubled down. The first that come to mind are the inside areas, especially the ones that get you to the sites. They, by their nature, are cut from the rest of the map, so upping their detail wouldn't interfere much with the r_speed's. Also, lighting is kind of weird in a few places, the lights in the rooms for one. There is a lot of light bleeding that is only worsened by the texture scale. One thing also comes to mind, do you use the _blur, _smooth and _texlightgap parameters? Anyway, let us continue. 
    The next problem are the windows on the majority of buildings. I would suggest either implementing them into the wall textures or making them more complex to achieve the depth effect that you were going for, because the way they are here just looks awkward. A few mishaps can also be seen in the pics, but they are nothing much. And the last is the sun and its shine, which have a physics bending relationship. I guess that could be fixed by prefixing the sky textures and moving them into the correct place.

    Improvements: 
    -Change windows
    -Fix skytexture alignment
    -Lighting fixtures and light bleed
    -Upping texture detail in a few places
    -Fixing small issues
    -Clip texturing some places


    All in all, this is an impressive map for the engine it is running on, and quite a feat of mapping by you. Keep on going and I wish you would make an original creation with the same craft as seen here and the rest of your css/csgo recreations.

    Cheers mate!

    9.6

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    Mantra
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  • 10mo
    Marko666 avatar
    Marko666 Joined 10mo ago
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    I was searching for it! Thank you!!!

    10

    Bananite
  • 10mo
    theNurky avatar
    theNurky Joined 1y ago
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    GAAAWDD, DAYYUUM... Siick!!!

    10

  • 10moEdited 10mo
    Tonight /A/ avatar
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    Great work (as always), nice to see a new map from you.

    I did some bugtesting and found few issues:
    1) I would consider making the passway to window a little bigger. Moving through is fine, however, taking duels against enemies will be awkward. This is 50-50 though, won't be necessary but it is up to you.


    2) The box near ticket booth needs to be jumpable (so you can go on top of it). It would balance holding the site and also retaking it.


    3) Near underpass, there is a line what shouldn't be walkable.


    4) Right next to it, there is a lamp what is currently reachable and should be blocked or made illusionary.


    5) Next to van, there is a pixelwalk and it should be blocked.


    --------
    Overall, it is a 10/10 map. Well done!

    10

    • Thanks x 1
    Monday night and I feel so low
  • 10moEdited 10mo
    Bloody Death Skull avatar
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    Correct my if i Am Wrong Are this Map  http://gamebanana.com/maps/190633 looking Better Than This? XD XD
     ???
    • Agree x 1
    I Dont Give Fucks I Give Shots
  • 10mo
    DeviLMaqqeR* avatar
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    KAPALI
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    DeviLMaqqeR* avatar
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    Beautiful map

    10

    By. David Wave avatar
    Mantra
    By. David Wave
  • 10mo
    FR0NTLINE avatar
    FR0NTLINE Joined 12y ago
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    Oh he'll YES!! Your on a roll bro, don't stop now!!!! Thank you for the new adventure, now get back to work ;)
    R0GER THAT!
  • 10mo
    Waris Jr avatar
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    And now its finished nice job!!!
    Keep up the good work
    Player Models Porter
  • 10mo
    papaschlange avatar
    papaschlange username pic Joined 2y ago
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    Plain and simple, just as I like it.

    10/10
    Stop water fluoridation
  • 10mo
    s041603 avatar
    s041603 Joined 2y ago
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    nice map but can you make a hd textrues?
    Bananite
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Credits

Key Authors
Tatu Eugen
Original Authors
BubkeZ
Original Mirage Author
Valve
CS:GO Version
Contributors
Valve
Textures

Submitter

Tatu Eugen avatar
Tatu Eugen username pic Joined 10y ago
A shadow
14,423 points Ranked 314th
42 medals 5 legendary 8 rare
  • Submitted 100 Maps Medal icon
  • Reached 100 subscribers Medal icon
  • Submitted 50 Maps Medal icon
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Tatu Eugen avatar
Tatu Eugen

Creator
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Development Info

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Category

Details

Version
1.1

Attributes

Season
Summer
Time of Day
Daytime
Environment
Size
Large
Aesthetic
Realistic
Development State
Final
Textures
Custom

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Featurings

  • Best of the Banana Aug 7 2017
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Stats

  • 7,661 Downloads
  • 17,001 Views
  • 70 Posts
  • 10mo Submitted
  • 9mo Modified
  • 10mo Updated

Scores

92 bScore
9.8 Rating
9.8 Critic

20 voters

2 critics

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