Rebel separatists seek to disrupt economically-vital shipping operations along the northern coast. They must not succeed!
CS:S Map: Bomb/Defuse
author: [RЖB] Blade / rumpelbumpel
Hi dear CS:S-Gamer,after releasing both dust-maps (de_dust2_afterSource / de_dust_afterSource) here is another part of
CounterStrike - afterSource
-----------beyond afterSource comes reality---------
I´ve redesigned the map totally, in order to get a well otimimized map. Compared to the old beta-release (0.93), there is in some places a gain of more than 30fps!
I´ve decided to wait for releasing final status, after getting more necessary critic!
The actuall status of de_port_afterSource is BETA! Ver1.93
Here are some facts and figures about the map "de_port_afterSource" :
A lot of high detailed new models (inclusive LOD´s)...
new textures (including all normalmaps,partially specularmaps and detail-maps)
but basically the same play expiry as it is known in the original map!
In the screenshot gallery you can get some impressions of the map and selected models!
If you want to get an idea of the realism and the game expiry, download and play the map!
You have to turn on the color correction in the option menu, under graphics. The map has a color correction entity, which brings up the real athmosphere!
Special thanks to my Wingman Stubu, which spend a lot of time with testing the project!
Further thanks to the whole rumpelbumpel-clan!
visit us at our homepage:
I'm happy to see you've re-added in the areaportals that were missing to the tunnel section. Huge boost in frames in there now rather than still rendering the entire map. I also noticed you've added in some occluders, while thats normally a good thing, not quite in this case.
I'm assuming you don't completely understand how they function. Right now how you have it they are actually going to make things worse; Basically you've turned entire brushes into occluders on all sides when only one side needed to be and the rest are actually just hogging resources for no reason. Basically any side you don't need should be textured with toolsnodraw.
These are just some examples of ones that shouldn't be occluders:
From these I'm sure you can tell what other ones are not needed.
But how it is now, while one occluder side may gain you 15 frames or so, the others bring it down as the computers processing a lot more where it doesn't have to.
Also you seem to have missed on spot in particular that needs occluders, the Oil silos at bombsite A should have occluders within them to block most of the FPS loss due to models in that area, this would be my suggestion for their layout:
I'd suggest running around the original copy of port with r_visocclusion 1 on.
Also, speaking of the oil silos, the railings are missing some clipping so people go right through them atm. May want to add in some playerclips before your next version.
Aside from those few things, the rest is still good, didn't see anything else wrong or glitchy aside from the bombsites still being reversed.
The current status of de_port_afterSource is !BETA! Ver1.93
After the map has been tested extensively by our clan "rumpelbumpel", I´ll release
Tools used to create the map:
(Thanks to the developer)
Softimage´s XSI ModTool 6
Map Analyst man 2.6 (beta) a - by www.map-lounge.de
Rof´s PakRat v0.95
Cannonfodder´s StudioCompiler 184.108.40.206
RYAN "NEMESIS" GREGG´s Crafty 1.0.0 Alpha 14