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Guys, when I download the map and put everything in the game folders everything works fine for me, unfortunately when I upload the files to the FTP or to my HLDS for my public server the game crashes and the server restarts itself. I know I am missing something big here but please help me. Is the map not for wide use or ?
I'm glad you took in account most of my suggestions to make it better (like brushes, new disco sound emited via a group of young people dancing in a room with lights!, accessibles balconies, etc.). I might regret the fact there are still a consequent amount of brushes (282), which is a little too much (I think you should have removed those from the stairs and use map textures instead), the fact the sign of the restaurant has not been moved (so we can still get partially stuck by jumping behind) and the fact the area in the middle of that restaurant is solid (despite clients can not access it normally, we can only via noclip/clip or teleport), and the fact you prevented us to fly above roofs (with a "roof limit" too short I think) rather than making roof textures.
However, I'm happy you did not changed much the origin/shape of the map & its paths, so I can still use more than 95% of my old configurations for CSDM spawns & portals/items locations, even if I've changed some in order to adapt to your changes.
I just played this map. It's amazing, there is no other way to say it. Awesome. I am starting to make maps and I hope to achieve this quality. I would like to know how you made the butterfly to use it in a project, but I don't want to disturb. Also, I don't speak English, in case I made any spelling mistakes.
Good things: #1: Your clean & stereotyped design still around (style, textures, beautiful decals, "sky" of the map very high [we can fly so far], etc.). #2: The funny things (animations of cats [including healthchargers hidden with drunked cats haha!], butterflies, flags...), the famous "bell" (ding! ding! ding!), etc. #3: Modified layout with new passages, elements, trees, bicycles, ropes, etc..
Bad things (consider those as suggestions for the possible b4 & higher): #1: There are some places not properly accessible (there is an invisible box that prevent us to reach it) when you fly above (with gravity, jetpack, fly mode, climb on other players, etc.), like here, here, etc.. #2: If in the future you could fill the roof textures (when we are on the sky with fly modes, jetpack, etc.) this will probably increase the size of the map, but we are in 2019 and it's no longer a problem (remember, quality!). #3: There are a way too many brushes entities (291), in consequence on my CZ server I have to turn off some plugins to load the map, I'm also annoyed with the healthkits I like to put above elements like boxes where they fall into it if they are entities (even if I could fix this). In consequence, too many models/sprites are used on the map and there are not enough free slots for plugins resources. I've checked it and you could get the rid of a lot of brushes, like those kind of boxes, are func_wall, like most of the similar ones (even with different shape), but I've spotted a few that are not func_wall (brush), like this one, so if you could try to modelise most of the func_wall into map walls textures like this last you'll increase the number of free models/sprites slots on the map (a lot). Also the same thing for most of the "stairs", like here, those are brushes, modelise this into map textures too (reduction of a lot too). Changing/Removing all of this will also reduce a bit the FPS, since less entities send to clients. #4: The balconies (like here, and in a lot of other places), are no longer reachable (via fly modes or climb...), there were in the cs_thera maps, but why not here? Please add back this to all! And don't forget to make the internal textures for players who reach them! #5: The birds (like here), could be turned into a destroyable func_breakable (like the chicken on cs_italy), but only do that if you also remove the brushes I've talked on #3, however this will increase precache count (except if you use the bird model for that, then make it breakable). #6: The sign of the "restaurant", here, should be slightly moved toward my position, because if we jump behind it from the left side, we can get stuck on it (or, move very slowly and hard to go away from that point, only with patience!). #7: I like the "Ave Maria" song, but it is emitted at various places (at least two, around B bomb site & long A, around green place in downhill), should it be better to have another song as a complement? Because it's like every resident behind the windows is listening Ave Mariaaaaaaa! Hahaha! I don't know, keep Ave Maria at one location, then add another song in another location, to change a bit.
Remember, you claim yourself as a perfectionnist! Those suggestions are a part of!
I've put the map on my servers, and configured it, but I hope you'll work on those changes!
Map looks wonderful. I'm also a fan of the color scheme. The dust2 reference flew over my head until I actually actively began to compare level structure in my mind.
I don't mind the contrasting lighting.
Issue: I managed to boot the map up in CZ with bots creating their .nav mesh but for CS 1.6 it crashes to desktop with "too many resources on the server". Is there an cfg command that I can use to force the limit up of the engine for 1.6?
Good looking overall I suppose the author comes from Greece. But there are inherent problems unaddressed which make the map not very player friendly.
Some interiors of buildings arecompletely lack of lighting. It feels terrible to walk through complete darkness with a single player owned flash light and this should not be a good part of a gun match map as it breaks the experience.
Also there's a rope hanging down to the ground and climbing up to a balcony like structure. When getting close the player gets stuck totally and there's no way to get away.
Perhaps you may not like to hear these but it's these "minor" things that distinguish a super good map from general maps. The game also does not run quite smooth in this map, I can feel there's some FPS drop in certain areas. Being laggy even a little bit means a decrease of the user experience.
However the overall coloring and style of the map is wonderful, cannot be better. Combination of white and blue makes the map like a super clean and tidy place close to the Mediterranean, with the sun shining brightly and mood is definitely raised like enjoying a good breeze of wind.