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i would practice scaling your mapping to player model sizes a little better. i would add more time to this and expand the map more it doesnt look like a very big map, maybe try to craft some more realistic details and be sure that all of the brushes are nodraw texture optimized. lots of geometry can be taxing to the FPS and server connectivity online. and dont be afraid to add tons of props and decals to bring realistic details to your map AFTER you use AREA PORTALS to segregate and optimize the rooms of each spot in your map for max FPS smooth game play and a visually pleasing map to play. if you take a look at my maps almost all of them are garbage because i spent 100s of EFFING hours making maps i thought played cool but have god awful FPS because they are all impossible to OPTIMIZE based off how they are built. My latest map de_drN0s_Nuclear_facility is my frist stretch of work towards a legitimate and optimized map to which has been around 6 days of work probablly 15 - 18 hours of work.
Made this map in about 10 hours non-stop. The first version of this map supposed to be smaller, not that pretty and without rewarding parcour, but sadly it was lost when I decided to restart my PC after 14(!) hours of non-stop work. My inspirations: cs_assault, de_vertigo (from CS:GO), de_inferno and de_cache (old version). Known bugs: bots can get stuck on forklifts while trying to climb on them because they think forklifts are sniper spots and wall stops them.