aim_10th_mountains

A Map for Counter-Strike: Source

Hi all, I basicly started this map for the 10th moutains clan (http://10th-mountains.com), but i will make it public to as: aim_10th_moutains The idea was to create a map that has realism, it had to be a urban/city type off map and it had to be dusty. So this is the result. I did focust on the outside, rather than the inside but i got like at least 6 building you can go in, and 3 of them have a 2nd floor. The map alsow has background noises, like on my other (slightly to big) map; cs_Dessert_Conflict. So you hear guns being fired in the distence and you hear explosions and stuf like that. All of those sounds are randomly played over a period of 5 min from the start of the round. I liked that on my last map so I used it again. What i didn't made this time was a 3d skybox, simply because it wasn't needed. And I don't have HDR light on the map, thats because 2 lightmaps make the file a little to big, and i like the size now that's around 5 MB. I've alsow included a radar, again players are not able to download it from your server, if you do want that: ad it to the bsp with pakrat or something. The size wil grow to about 15 MB's when you do that. That's why I didn't. So the radar and overview are in the .rar file but players just cant download them from your server. After all, missing the radar won't make a big difference. But you will see. Bots can go evrywhere, so they can also go upstairs, set them to extreme, and you will have a good time getting owned :) Max players/bots : 24 dont have more spawns. So 12 players per team. Best way to play the map: i think anything bolow 8 vs 8. May wana take a look at this movie of the map: Overall i hope you guys like my map and good luck playing on it ;) Dennis van Heeren - ingame: Mr.Shotgun_NL

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  • MrShotGunnl avatar
    MrShotGunnl Joined 11y ago
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    Posted by nay0r Forgot to say theres an invalid spawn point, which is stated in the console if you ever decide to want to fix that, also the tables are missing collisions ( can walk through them ), id also try to limit the smoke to outside rather than all of the interiors aswell, would be really ace if you could get up top aswell, would give the map alot more depth i like the sounds, i just forgot to mention all of this before am not sure if you know how to embed stuff but heres a tutorial i made which is very very simple and easy to do, it basically makes embedding stuff as easy as it gets which can be found here : http://www.dimensionstudios.org/forum/index.php?showtopic=1024
    tnx, i know about the tables and chairs, that is done with a reason: I didn't want my tables to fly around when a player hits it, like on a func_phybox_multiplayer with collision on. (Try walking over a window that tou just blew out of the frame :D) I dont want that on my tables.. And I dont want the players to get puched by the object as a func_phybox and you cant stand on it when its a func_phybox. Than the only option is: func_detail.. But than they wont move at all.. And thats not so realistic altough my option wasn't either..:P - if you got a bether option i would like to know :) - And about the spawnpoint: didn't knew that but i will fix it in V2. Not sure when its done, but it will get a new video too :) And I don't expect a quick release cause I have some other things to do now :) But tnx for all your comments ;)
    The ShotGun onws them all..
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    nay0r Joined 16y ago
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    11y
    Forgot to say theres an invalid spawn point, which is stated in the console if you ever decide to want to fix that, also the tables are missing collisions ( can walk through them ), id also try to limit the smoke to outside rather than all of the interiors aswell, would be really ace if you could get up top aswell, would give the map alot more depth i like the sounds, i just forgot to mention all of this before am not sure if you know how to embed stuff but heres a tutorial i made which is very very simple and easy to do, it basically makes embedding stuff as easy as it gets which can be found here : http://www.dimensionstudios.org/forum/index.php?showtopic=1024
    Bananite
  • MrShotGunnl avatar
    MrShotGunnl Joined 11y ago
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    Posted by Arkaney Just tested. amazing! nice, keep the good work up! 9.7/10 :)
    Tnx :)
    The ShotGun onws them all..
  • A1 Bassline avatar
    A1 Bassline Joined 11y ago
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    Just tested. amazing! nice, keep the good work up! 9.7/10 :)

    9.7

    lol
  • MrShotGunnl avatar
    MrShotGunnl Joined 11y ago
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    Posted by Fr3ziX Your map is nice to play especially those gun fire custom sounds in the background. :)
    Tnx I like them to :)
    The ShotGun onws them all..
  • Friday avatar
    Friday Joined 11y ago
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    Your map is nice to play especially those gun fire custom sounds in the background. :)
  • Volkoth avatar
    Volkoth Joined 11y ago
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    This so fuckin great!
    Bananite
  • MrShotGunnl avatar
    MrShotGunnl Joined 11y ago
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    Posted by nay0r All an alpha displacement is its simply a displacement with a blend texture applies like a sand to dirt, will just give some more depth and detail to your floors, id also slacken your over hanging wires a little so there not so tight little touchs like that really do show
    Ok tnx for that, i will look at that, and guys: take your time and give me assesments :)
    The ShotGun onws them all..
  • nay0r avatar
    nay0r Joined 16y ago
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    All an alpha displacement is its simply a displacement with a blend texture applies like a sand to dirt, will just give some more depth and detail to your floors, id also slacken your over hanging wires a little so there not so tight little touchs like that really do show
    Bananite
  • MrShotGunnl avatar
    MrShotGunnl Joined 11y ago
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    Posted by nay0r Looks quite good m8 and i like the attention given to the maps notes, altho i do slightly disagree in not embedding things or adding 3dskyboxs etc to keep the file size low almost everyone has broadband now and having larger maps dosnt be a problem and people who download maps through servers should think about downloading the map from the web first thats just my opinion, i think a few improvements would be a bit more variation in textures ( for detailing purposes ) and some alpha displacements to finish it off, like i already pointed out u should really consider sacrificing file size to advance the map a little, nether the less its still good really pros : Well thought out, good authors notes Cons : Bit to much like dust, content not embed ( according to notes not actually checked this ) Improvements : Stated above.
    Tnx for you command, and about the filesize, i can always make an updated version, but what do you mean with alpha displacements?? Is that like the back of the buildings (tools nodraw texture)?? And i wasn't sure about the dust, i like the fog, but the sky didn't fit the fog, so i had to come up with something. I could make the dust clouds a little higher..? ;)
    The ShotGun onws them all..

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Dennis van Heeren
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MrShotGunnl Joined 11y ago
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MrShotGunnl
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I used Hammer to make it all, and the screenshots are modified with photoshop CS3

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1.0

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24
Development State
Final/Stable

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  • 11y Submitted
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