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GO: Militia

A Map for Counter-Strike 1.6

Updates

Update #1 13d
  • BugFix Fixed T stair clip (Blocks player when on edge)
  • Addition Added more lights for better map readability
  • - Minor optimizations
  • Adjustment Adjusted global light to make the map more brighter

A CS:GO Map Demake for Counter-Strike 1.6


DESCRIPTION:
Counter-Terrorists:
The whereabouts of a militia group that kidnapped four individuals last week has been disclosed by one of our informants. Enter the militia hideout and rescue the hostages or eliminate the terrorist threat entirely.

Terrorists:
One of our lookouts has spotted several SWAT units making their way towards our base. Protect our hostages and eliminate the intruders!

Other Notes: There are 4 hostages in the mission.

FEATURES:
  • Map's basic layout ported from CS:GO
  • Alternating Hostage Positions
  • Hostages' Invulnerability to damage
  • Optimized for CS 1.6

INSTRUCTION:
Extract the zip file with WinRAR or 7zip (or equivalent programs) then move the file contents into your cstrike folder.

SCREENSHOTS:









UPDATE #1 SCREENSHOTS:




KNOWN BUGS:
  1. Round draw will always be played if there was no live players on the map.
  2. Visual Bug: Tree on the CT area where the big truck is. If you're on the T Roof, the tree will disappear on some spots. Not a very big deal since the tree's root bone is on the ground.

ADDITIONAL NOTES:
If you want custom footstep/bullet sounds on certain surfaces, you may append these lines to materials.txt located inside cstrike/sounds folder.
// CSG_MILITIA
W {ctbridge
M {fireplaceft
M {ranchsign
M {pipes
W {roof_supp
W {shelfft
Y {t_bwdw
W {t_ceilsupp
W {t_ceilsupp2
W {woodpalletsd1
W {wpsd2
W {wptop
P +0scr
P +1scr
P +2scr
P +3scr
M acdn
M acf
M acft
M acs
M acsd
M act
M actp
W ammoboxft
W ammoboxft1
W ammoboxsd
W ammoboxtp
W boxback
W boxbottom
W boxfront
W boxside
W boxtop
P compcasebk
P compcaseft
P compcasesd
P compcasesd1
P compcasetp
W crate3264sidea
W crate3264sideb
W crate3264up
W ct_b2door
M ct_b2door_i
W ct_b2fence
W ct_b2fence_bod
W ct_gate
W ct_wall
D dirtleaves01_bl
W dresserbk
W dresserft
W dresserlf
W dressertp
D farm_gravel_01a
W foodstackbk
W foodstackft
W foodstackrt
W foodstacktp
M footlockbk
M footlockft
M footlocksd
M footlocktp
Y freezerwall01
X haystack
Y ice01
M ladderm
M laddersd
M locker01
M locker02
M lockerlf
W logpileft
W logpilesd
M metal_ext_04
M metal_roof_snow
M metalhull010b
M metalroof005a
V metalvent002b
W milbeams001
W milbeams002
W milbeams003
Y milclight
W mildoor
Y milflight
W milflr002
W milflr002_snowb
W milflr003
W milflr004_mrg
D milground012_bl
Y milmirror001
Y milrlight
M milroof002
W milroof002_w
M milroof006_r
W milsteps001
T miltile002
M milwall004
M milwall005
W milwall007
W milwall010
W milwall011
W milwall012
W milwall015
W milwall016
W milwall016fence
W milwall017
W milwall018
M milwall02_r
W milwall021
W milwallfenced
Y milwndw001
Y milwndw002
Y milwwdw
M nuke_metaltrims
W nukmapa
M oildrum01ft
M oildrum01tp
M oildrumft
M oildrumtp
M prodibeamc
Y prodwndwa
M pump
W roofventft
P scrmonbk
P scrmonedge
P scrmonstand
P scroff
W shelflf
N snow01
N snowgrass01_ble
M stoveft
M stovesd
M stovetp
M suvbk
M suvft
M suvsd
M suvtp
M swb
M swbmp
M swf
M sws
M sws1
M swst
M swt
W t_bdoor
W t_blcnybase
W t_blcnywall
M t_bwall
M t_h2wall
W t_hwall
M t_roofbase
W t_w2wdwwll
W t_w3wdw_iwll
W t_w3wdw_iwlr
W t_w3wdw_owll
W t_w3wdw_owlr
W table_kitchen
W table_shed
W tablefold
T tilefloor009a
M toolchestft
M toolchestsd
M trb
M trf
M trs
M trt
M truckbk
M truckft
M trucksd
M trucktp1
M trucktp2
M trucktp3
M vertigo_ibeam
M washmachineft
M washmachinesd
M washmachinetp
W wirespoolft
W wirespooltp
W wood_int_07
W wood_int_08
W wooddoor015a
W wooddoor019a
W wooddoor039a
W woodfloor_int_0
W woodfloor005a
W woodsiding_ext_
W woodsteps001
W woodtable

Files

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  • AoM avatar
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    AoM
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    access_time 3d
    Studio submissions require at least two studio members to have worked on the map itself. Playtesting does not constitute developing the map, unfortunately.
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    access_time 12d
    I don't usually appreciate ported maps, but yours are the exception. All the work and tiny details you put in there don't go unnoticed. The teleporting hostages/infinite health door is a nice touch, must have been a lot of multimanager and relay work. Here are a few minor issues I noticed:

    Not sure if you are using the same light_environment brightness as the CSGO map, but VHLT's RAD is known to be much darker. The map still feels too dark and desaturated compared to how it looks in CSGO.

    Some of the seemingly wooden window frames are set to metal material type.

    A lot of the slopes and snow mounds are chopping up the floor a lot, you can reduce w_poly a bit by making them details.

    Clipping can be further improved at the base of stairs, doorways, etc. to ensure smooth movement. There are also a few bumpy edges I found, there may be more though.

    I would rather the sun flare's render mode be additive and not glow, as it pops out of view when the origin goes behind world geometry.

    Unrelated to this map in particular, but it's better if your bomb maps are named de_ and not csg_ as then there is no way to buy defuse kits without mods.
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  • hellmonja avatar
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    hellmonja
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    access_time 13d edit 13d
    Great remake, but not without its problems. The work done here is superb as always. The textures look great and gritty; and with a twilight setting would fit well in a zombie game. But after a couple of sessions I understand why people keep asking about a sunny version. The map's atmosphere is kinda bleak and some parts are too dark pre-Update #1.

    Other things I really liked are the unique take on the hostages. If it was that easy to give them virtually infinite lives, why wasn't this done by other mappers? Also the random hostage locations every round which mixes up the game.


    This reminds me of the bells at GO:Inferno, how you always have a penchant for details. I really love that you can make this weathervane spin.

    Not sure if it's possible if this windmill could be made to spin as well. I imagine in highly competitive matches, this tall windmill could serve as a mute sign to teams depending on where it is facing. That is if we were back in 1999. Everyone's got mics these days.


    Isn't this tractor too big? I mean look at the size of that thing! Even Andre the Giant might look like a child riding it.


    Other windows throw glass and wood debris when you shoot them. This one in particular has metal instead of wood. You could even hear it.


    How about having a little fun and replacing this screen with a windowed CS game set on the original cs_militia? Also I would like to know where I could buy monitors like that. I could use it as a ballistic shield and still hook it up on my computer later on.

    That's all I guess. Like I said before, I was never a fan of any Militia and since this is a remake I can't complain on the layout. I imagine it would play a lot better with people as opposed with just messing around with bots. Not sure if it's the review you're looking for but I hope it gives you a unique perspective...
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  • Bull Demon avatar
    Bull Demon Joined 1y ago
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    there can be more Lighting in the map in my opinion
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    Oyama_san Joined 2mo ago
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    access_time 14d edit 14d
    I installed it on the server. It's fine. But there are 2 problems. 1.hostages don't die. 2.the maps is too dark. Make it a little lighter.
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    Congratulations with the release:)
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    it's good to see that people are still supporting this game. thanks to the creators this game will never die
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    access_time 14d edit 14d
    Great job mate. The map is quite fun I never had good time playing with bots for a looong time. The cover and flow are great, the optimization is good and the overall aesthetics and attention to detail are awesome (I love how the wind arrow spins when shot at, and the skybox with the sprite light is very nice). I tested it in CZ for the most part. I noticed some stuff (most are misc bugs i'm just being nitpicky :D):

    1. The lights from the police vans can be seen through:

    2. Even with Tigre's custom navmesh, bots get really confused around the sewer's ladders. And as a suggestion. The bots should use the roof more, like 1.6/CZ's militia..

    3. The idea of making the hostages Invulnerable to damage is brilliant. Tho in CZ the hostages have a different AI that once they receive damage on round startup they immediately jump around in panic and start breaking the laws of physics everywhere. They even go out of the windows towards the rescue zone on their own..
    Otherwise, they can get really confused with the objects around the map getting stuck and literally start levitating. It's mostly the AI's fault but I'd just point it out maybe it could be fixed by altering some clipping on objects.





    4. You can easily loose your weapons around the map. Notable spots are near the edges where the boundaries are closed with benches, as well as many objects around the map:



    That's all I have to say, again awesome job you've done there. I'm sorry I couldn't give feedback on time but that's all I got. The map is great overall. And I wonder if we'll get a day version. I'd like to see the map in classic 1.6 day setting :)
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Credits

Key Authors
m3owth_47 avatar CS:GO Ports Flag
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Map Port/Demake
Original Authors
Andrew Aumann
Original Author
Hidden Path Entertainment
Valve Corporation
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Development Info

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Category

License

Details

Version
1.0

Attributes

Season
Winter
Time of Day
Dusk
Environment
Outdoor
Size
Medium
Aesthetic
Default
Development State
Beta
Textures
Custom

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