aim_tempest

A Map for Counter-Strike: Source

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A small fast pace map, in a warehouse like location. Team spawns are coloured for each team (red and blue). Two stories, and a bridge over the center of the map. great for 4v4

This is the final version of aim_tempest change log: + Added more colored lights +Added more models (lamps) ~Changed level textures ~aligned textures ~fixed fence properties (can now be shot through) ~fixed decals ~fixed static models ~Made center floor lights more realistic - removed some some white light A small fast pace map, in a warehouse like location. Team spawns are colored for each team (red and blue). Two stories, and a bridge over the center of the map. great for 4v4, but plays fine with 2-12 players.

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  • 8y
    DarkSlayer443 avatar
    Member Joined 8y
    383 points Ranked 10825th
    Posted by xXcraggenXx

    Wow nice use of textures and lighting, gives the level some character and a very distinct feel to it, Good Job!


    thanks mate:)
    Mapper avatar
    Mantra
    Mapper
  • 8y
    Giblets of Jesus avatar
    Giblets of Jesus avatar Offline
    Member Joined 8y
    13,813 points Ranked 314th
    20 medals 1 legendary 5 rare
    • 1st Place - Secret Society Mapping Contest Medal icon
    • 2nd place - D.U.M.B Mapping Contest Medal icon
    • 3rd Place - Halloween Mapping Contest Medal icon
    • 2nd Place - Winter Wonderland Mapping Contest Medal icon
    • 2nd Place - Useful Props & Prefabs Contest Medal icon
    • 6 years a member Medal icon
    Wow nice use of textures and lighting, gives the level some character and a very distinct feel to it, Good Job!
    Splat.
  • 8y
    The BucKeT avatar
    The BucKeT avatar Offline
    Member Joined 9y
    23,722 points Ranked 185th
    Hi D4RKSL4Y3R

    I really like the layout and theme of this map. I like how you identified each spawn with the red/blue colors. It makes it easier for players to find their whereabouts. You did a nice job with picking the textures, it really gives the feeling of an old warehouse. The balance is very even and the second level give the map that extra dimension. Well done. Small and fast paced but yet you included a couple places to snipe from. This looks like a very fun map to play. There are a few things that I would like to bring to your attention.
    160x120In the screenshot to the right you can see where you have some spots of lights on the ceiling, but where is that light coming from? Its always a good idea to include a light prop where ever you place a light. Those lights need a source. You did manage to do this in some places but for a more realistic look you should really make this a standard practice.
    160x120For the most part your brushwork is pretty good, however there are a few places that need some attention. Example left. Areas like this need to be cleaned up a bit. The brushwork is the main foundation of any map and any imperfections will be magnified when the textures are applied.
    160x120To the right is another example of some brushwork that is over lapping. When you have two different textures sharing the same space, it will flash between the two textures depending where you view it from. This is just a small example but its noticeable during gameplay.
    160x120Now in this last screenshot you can see where the ramp protrudes right through the wall. Its never a good idea to mix up brushwork like this. Its better to just use the clipping tool and just clip that thing right off. :) In my personal opinion, one sign of a good mapper is the quality of their brushwork. I like to see nice clean edges and flush joints. Again that's just what I look for in a good map.
    Final NoteYou really did some nice work here. I love the layout and for the most part your lighting of the areas is pretty good. No real dark spots. I think if you just take your time with the brushwork and learn all the ends and outs of the vertex and clipping tools, that this will really enhance your brushwork. You show a lot of skill and talent and I cant wait to see another map from you. Keep up the good work.

    8.2/10

    -= DON'T BLINK, JUST WINK =- avatar
    Mantra
    -= DON'T BLINK, JUST WINK =-

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Credits

Key Authors
D4RKSL4Y3R
CREATOR

Submitter

DarkSlayer443 avatar
Member Joined 8y
383 points Ranked 10825th

DarkSlayer443
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Category

Details

Version
1.0

Stats

Posts
3
Views
979
Downloads
1,082
Date Added
8y

Scores

72 bScore
8.2 Rating
8.2 Critic

1 voter

1 critic

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Development Info

Notes
Change log:

+ Added more colored lights
+Added more models (lamps)
~Changed level textures
~aligned textures
~fixed fence properties (can now be shot through)
~fixed decals
~fixed static models
~Made center floor lights more realistic
- removed some some white light

got the idea for a small map from the upcomming assembly map for halo 3, and it developed into this.

Resources:

Valve Hammer, Valve development community, feedback from beta, google sketch up 7.

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