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Version Beta 5.
It's my second map on CS:S, I hope that it will get for you so much pleasure as that in its version CS:CZ.
Counter-Terrorists: At the border of Spain, they have to prevent the terrorists from putting their bomb in this small bathing village.
Terrorists: They have to put their bomb to destroy the installations and to reduce the number of tourists.
At bombsite A, you can climb right up on the boxes and look down over the walls into the stalls and onto the rest of the map.
The tunnels around the left side leading to bombsite B are quite spare.
Out of T spawn on the right side, there are crates stacked up against the wall, making it look like you can jump up, but you can't. You can however jump onto the clip covering the windowsill.
The barrels are quite tough. Players will expect exploding barrels to light up with about two shots from a weak pistol, not five.
The stairs leading up to the bridge to B are very tall and rough to walk on. Very 2005. Same for the stairs leading from the middle up to CT spawn.
Straight to the left out of T spawn, on the outside edge of the map, the wall juts out a good amount then goes back out. This could be saving you a little performance if you cut the leaves right. Just place a hint flush with the wall of the porch you can climb up onto (decal "B ->" on the face) running all the way from the wall by the double doors to the wall by T spawn. You may also need to put a hint in this area just above jumping height (128) or right at the height of the porch wall in this area to see a benefit. You might also want to push the inlet for the little tunnel about 32 to the left to help a little bit as well, so that it gets fully to one side of the hint.
Below the sniper windows looking at mid, the leaves are very tall. If you put a clip here above jumping height a lot of performance should be saved when looking straight down the middle. Right now when I step from the short leaves here into the tall leaves I instantly lose 9fps.
Once you pass the threshold on the bridge by the pool, the stall doors are not reflected anymore.
The cubemap reflected off the tiling around the pool doesn't look very good where shadows fall. You might be better off changing it to a non-specular material.
Upstairs in the sniper room, the cubemap being applied to the wood floor is close to the wall. It should be out beneath the ceiling light.
In a few places, you have sets of three palm trees. These look like they should be in a planter.
By the garage with the truck in it, there's a fenced-in box. You can walk up onto about an inch of the stone wall around the bottom, but to no purpose except to get snagged on the door. Clip it.
It's awkward the way the well is clipped around. There's clearly enough space to crawl through, and players will want to try to do so. Also, the well could be made with a lot more faces than eight.
A lot of your sand floors could be made into displacements instead of brushwork. It wouldn't cost much more, would look a lot better, and would let you use alpha blending to add a little more variety.
P.S. I don't think that fontière or afflut are words in common English.