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This map is also from almost a decade ago, but it had major flaws and issues that made it unplayable.
I took the past two days to really give it some love after I neglected it for so long. Probably one of the harder projects because I just don't really care about it nor have the motivation to actually make it look good and design it correctly, but I finally got a good final compile out of it for once and I consider it good enough for a public release.
I have no future plans on adding or upgrading this into a newer version, but hey you never know.
This was a long time coming and I'm proud to announce CrossfireXL and hopefully it will be enjoyed just as I enjoyed making it and playtesting it.
The name actually is a good representation of the map. This map is quiet massive and has had very technically limiting issues with it that the GoldSrc engine just flat out hated. If I would've done it correctly the first time I could've probably avoid these issues.
FEATURES: The map includes the normal (slightly modified) crossfire layout with additional complex geometry and a new environment. It includes an operable tram and has automatic (un-glitchable) doors that open for the tram. Includes destructible (one time thing) apache helicopter that explodes either by player damage or pressing the button. Original secret room made not so secret anymore and also has been turned into a deathtrap. Rooftops are accessible (possible risk of encountering graphical bugs with too many entities being drawn at once).