Map based on Iraq. A lot of epic fun even against bots. Tested on a lan and works fine.
So this is my new css map, first of, its not a Bomb and Defuse map its an Aim map. So its all about shooting your enemy. Its an epic map with lots of different ways to go. The idea was to create somewhat the same as my last map, but improve on it and make it bigger. And i think it has worked out fine. This time the bsp has all files in it. So radar models and skins are all in. And on fps it works fine, i have 40-60 fps in all places. Indoors the fps is a bit higher most of the time. I have also included background noise with a new addition of mortar falling down ramdomly. The don't damage the players because they fall outside the map... This map also has moving window covers, They cant break and need to be opened by shooting them or hit them with your knive. I think they are nice.
Max players I say 8 vs 8 but i like to play with a low amount of players. There are enough spawns so playing 16vs16 isn't a problem. I never tested it 16vs16 but I gess it will be pretty epic.
Playing with bots is also possible, there is a costem nav file. Its not perfect because bots sometimes run into props. But on hard or expert they play very good.
Now two bugs: one is a tree standing inside a building because of some visgroups being off when i placed the destroyed buidling... The other one is a missing model, but that model isnt importand.
Then the video: To have a first look.
Pros: Really enjoyed the mortar fire and "distant" small arms fire; it added some very good ambiance to the game and made it feel less like a Counter Strike type operation and more of a wartime scenario.
Good detail in some of the houses, and lots of windows and doors to set up firing positions in.
Cons: Colors seem a bit white in some places, slightly unrealistically. Props can get in the way of bots and players.
Improvements: General cleanup, bug fixes. Nothing else too noticeable that can't be blamed on the Source engine.
Yea it adds about 10 mb, I will remove it and re-update the zip. I will fix the skybox another time, maybe like a 2.0. Then i can fix some other things too, like the craters created by the mortars because it is kind of odd. So is the tree comming out of a destroyed building xD.
Well its not needed the .bak i am just thinking about your file size .bak usually means backup and gets created when a creation is failed if you get me,
you should do the displacements when the 3dskybox is already scaled down its much easier to control the size rather than doing them before
btw the .bak is doubling the .zip :)
I know about the spiky skybox, But the scale is 1/16 so thats big squars to work with when making a skybox. But maybe I can make it realsize and then scale it down?? And the bsp.bak was created by Pakrat, so im not sure what it does.
Congratulations on spending more than 2 minutes on setuping up the file for this website the author description is one of the best, and for me this sets a good example, the map itself is great in terms of gameplay, its really good stuff i noticed a bsp.bak in the files i guess this is a server sided packed bsp, anyway the map is really good my only comments are the 3dskybox lets it down the displacement could have at least had an alpha slapped on them, plus there rather spiked so i reckon try and get it to at least the quality of the d2 3dskybox, only other concern is some of your texture choices, other than that top stuff m8