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de_bastion - A Mod for Counter-Strike: Global Offensive

Updates

1.5 6y
  • - Lowered A-platform walls
  • - Sligthly changed A-Stairs design
  • - Widened A-Short
  • - Removed boxes on 'A-Long'
  • - Sealed off A-Long garden
  • - Added additional boxes under A-Platform to provide useful smoke positions
  • - Added a boost palette under A-Platform
  • - Opened Skybox from Villa to A-Spot
  • - Added a plywood platform to Villa to allow better smokethrows onto A
  • - Moved Hay in Villa
  • - Removed OP box stack in Villa
  • - Removed a pot from T Villa entrance
  • - Removed all middle pillars in Cellar
  • - Added unique ground sound (water) in Cellar
  • - Fixed clipping through arches
  • - Removed big boxes on 2nd Mid, Main and old CT-Spawn
  • - Slightly adjust design of main gatehouse
  • - Fixed a selfboost exploit at 'Bench'
  • - Replaced some brushwork with actual 3D models
  • - Performance improvements
  • - Updated Skybox
  • - Updated Lightning
  • - Updated nav and areanames
Version 1.4 6y Version 1.3 7y Version 1.2 - Final 7y Version 1.1 7y

Description:

Bastion - Bomb/Defuse

An old Bastion, yet again under siege!

Counter-Terrorists:
Garrison the historic Bastion and repel the Terrorist's assault!

Terrorists:
Plant the C4 in the Bastion or annihilate the garrison!

Other Notes:

Map created for The GameBanana/CEVO Mapping Competition 2014
http://gamebanana.com/contests/47
  • captain0terror avatar
    captain0terror Joined 10y ago
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    7y
    > The map needs better hint system especially angular corner hints on corners to separate areas and avoid over-rendering (mostly needed on corners between T spawn and B but all corners could benefit from the hints). You already have areaportals... Ha Will2K, i learn more reading your map reviews and analysis, then i do from most tutorials.. =P I will definitely be checking out this map upon your recommendation, as well I'll try to play all the entries submitted so far this weekend :)
    Bananite
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  • will2k avatar
    will2k username pic Joined 11y ago
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    will2k avatar
    will2k
    Map Critic
    7y
    I had the chance to playtest the map yesterday and I quite like the overall aspect and the balance between visuals and gameplay. You obviously put a lot of effort in the architecture judging from all the curved walls and cylindrical towers with varying shapes. The detailing here and there adds a nice touch to the level such as the bent stairs in A among others. Timings are quite fast and allow fast rotations between bombsites; CT-A 9s, CT-B 7s, T-A 15s, T-B 15s, A-B 14s. I gathered my findings for you in the hope of further polishing this map. You have 6 invalid T spawn points as denoted in the console. Go to these coordinates in Hammer and make sure the entity is not touching the floor or any surrounding geometry (at least 4 hammer units should be observed). The lighting is adequate overall but couple of tunnels were a bit dark and could hinder smooth gameplay. Make sure to add some lights to avoid dark tunnels/corners. Wall decorations and closed doors are better off clipped (clip brush) to avoid players getting stuck near them. It’s better to add some better lighting to the sewers entrance as I totally missed it in the dark on the 1st run. The map needs a bit of optimization in addition to the work you have already done to further improve fps that were dropping in some places due to over-rendering. You need to nodraw the back of the towers as well as the top of the battlements mainly around A (dented decoration on top of fortress walls). You also need to nodraw the world brushes that are hidden underneath floor displacements that are used to seal the map (they are still rendered even when not seen under displacements). You already func_detailed most of detail brushes but you forgot a rounded stair under the balcony in B as well as all those slanted brick roofs (they needlessly divide your visleaves and clutter your PVS). The map needs better hint system especially angular corner hints on corners to separate areas and avoid over-rendering (mostly needed on corners between T spawn and B but all corners could benefit from the hints). You already have areaportals but some more are needed to reduce excess visibility. Make sure to have areaportals on all doorway/hallway ends and add some horizontal areaportals too (especially in arched courtyard between T spawn and A). A solid map that has potential in this contest :) I wish you the best of luck; keep it up.
    • Win x 2
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    Mantra
    cosa dici!
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  • NoMeerKat avatar
    NoMeerKat Joined 15y ago
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    7y
    This is quite a nice map. The map feels very "french revolution" in a way I like it. This has a great chance to win. :)
    Banned
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  • Z00L avatar
    Z00L username pic Joined 9y ago
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    7y
    > **Posted by Walki** > > **Posted by Z00L** > > > AW MAN, your map MUST be added, ITS AMAZING! Nice work > > > > btw... only one bomb spot ?? oh, and the description is wrong xD > > Oh man how could I miss that lol xD. > > Anyway the other bombspot is right above CT Spawn, no idea what you mean with just one bombspot. Haven't saw it on the minimap x)
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  • Walki avatar
    Walki Joined 12y ago
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    7y
    > **Posted by Z00L** > AW MAN, your map MUST be added, ITS AMAZING! Nice work > > btw... only one bomb spot ?? oh, and the description is wrong xD Oh man how could I miss that lol xD. Anyway the other bombspot is right above CT Spawn, no idea what you mean with just one bombspot.
    Creator of Things
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  • Z00L avatar
    Z00L username pic Joined 9y ago
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    7y
    AW MAN, your map MUST be added, ITS AMAZING! Nice work btw... only one bomb spot ?? oh, and the description is wrong xD
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    Heipau Joined 9y ago
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    7y
    **Pros:** - Nice Work - Good Job - **Playable** **DieNamenlosen.com only Custom** **Server IP:** **5.175.245.58:27015**
    greetings Heipau
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