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A Map for Counter-Strike: Source


Versión 1.0
  • Improvement Added Lighting (light_env), Added Decals for something personality, new cylinders and walls for a better combat
I improved the map in an unimaginable way, I added an improvement to the combat by adding new zones (no easter eeg), I put some style and personality so that it did not feel empty, I tried to make the map somewhat cooperative so ...


Mejoré de manera inimaginable el mapa, Añadí una mejora al combate añadiendo nuevas zonas (ningún easter eeg), le puse algo de estilo y personalidad para que no se sintiese vacio, traté que que el mapa fuese algo cooperativo así que...


Juanjolox avatar
Juanjolox Joined 10mo ago
177 points Ranked 20794th
Este seria mi primer mapa:


Es interesante como llegó hasta aquí, inició como un berrinche en respuesta a el aburrimiento, decidí iniciar a utilizar y adentrarme en el mundo del source, inicie con Source SDK, donde estaba el Hammer Editor, así que comencé a crear lo que seria mi primer mapa, conocía awp_map, y como no tenia ideas, decidí recrearlo en source, y al terminar lo publiqué en este sitio (Arriba está la descarga), después de unos meses, volví al mapa, y me encontré con un mapa sumamente repetitivo, sin luz, sin personalidad, SINCERAMENTE HORRIBLE, debido al tiempo, no retomé de nuevo el proyecto en ese momento, así que lo dejé para hace unas semanas, aprendí bastante de mapping después de la revolución Battle Royale, así que le pasé mi tiempo al proyecto que llamo "br_forest" el cual está en un imposible acabado, debido a las limitaciones de Source, pero aprendí una cantidad increíble cantidad de cosas , una vez dejado "br_forest", le dí mi tiempo y conocimientos a el "awp_map" para comvertirlo en "awp_battlecamp", lo llamé así debido a lo grande y cantidad de zonas para el  combate, sí es simple pero lo traté de hacer mas complejo: un diseño general simple con una jugabilidad compleja.
Como ya mencioné es un diseño general simple con una jugabilidad compleja, adaptada para los distintos tipos de jugadores, zonas pequeñas para escaramuzas, y el mapa grande para algo de desenvolvimiento y cerebro,  se pueden hacer "totems"(supongo) en los cilindros cerca de los Spawns, teniendo una cierta ventaja quienes los dominen, se pueden lanzar humos en la parte media, para cubrir a los jugadores que se mueven de cilindro a cilindro, las flashbangs pueden definir una partida, y las granadas explosivas pueden generar un gran daño en el equipo enemigo, si esto ultimo llega a ocurrir los entry fraggers serán quienes dominen la partida, algunas cosas más pero no alcanzan aquí.

This would be my first map:


It's interesting how it got here, it started as a tantrum in response to boredom, I decided to start using and get into the world of source, start with Source SDK, where was the Hammer Editor, so I started to create what would be my first map, I knew awp_map, and since I had no ideas, I decided to recreate it in source, and when I finished publishing it on this site (Above is the download), after a few months, I went back to the map, and I found a very repetitive map, without light, without personality, SINCERELY HORRIBLE, due to time, I did not go back to the project at that time, so I left it for a few weeks, I learned a lot about mapping after the Battle Royale revolution, so I spent my time on the project I call "br_forest" which is in an impossible finish, due to the limitations of Source, but I learned an incredible amount of things, once I left "br_forest", I gave my time and knowledge to the "awp_map" to make it "awp_battlecamp", I called it that because of the large number of zones for combat, it's simple but I tried to make it more complex: a simple general design with a complex gameplay.


As I mentioned is a simple general design with a complex gameplay, adapted for different types of players, small areas for skirmishes, and the big map for some development and brain, you can make "totems" (I suppose) in the cylinders near of the Spawns, having a certain advantage over those who dominate them, fumes can be thrown in the middle part, to cover the players that move from cylinder to cylinder, flashbangs can define a game, and explosive grenades can generate great damage in the enemy team, if this last thing happens, the entry fraggers will be those who dominate the game, some more things but they do not reach here.




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Juanjolox Joined 10mo ago
177 points Ranked 20794th

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  • 10mo Submitted
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