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- A Mod for Counter-Strike: Global Offensive
Authorities have discovered Allied Distribution Co. To be a front for smuggling explosives. The smugglers must now race against the clock to cover their tracks before the police can gather evidence.
Authorities have discovered Allied Distribution Company to be a front for smuggling explosives. The smugglers must now race against the clock to cover their tracks before the police can gather evidence.
THIS VERSION WILL BE UPDATED LESS OFTEN THAN THE WORKSHOP VERSION. PLEASE SUBSCRIBE ON THE WORKSHOP FOR THE ALWAYS UPDATED VERSION.
[Subscribe to the level on the Steam workshop!!](http://steamcommunity.com/sharedfiles/filedetails/?id=267340686 "")
Level includes everything packed into the BSP. Also includes a custom NAV mesh for better bot play.
-**MAJOR** updates from initial version. See workshop change log for full patch notes!
- It has taken on the warehouse theme well.
- You are clearly very talented in the technical aspect.
- Another warhouse. There is nothing all that impressive about doing a map that has been done 1,000 times before.
- The layout is mediocre.
- It is not very aesthetically pleasing.
- With your talent, you really should have taken on the challenge of making a map that is outside of the regular CS themes.
- Looks well polished
- Team play is lacking
- Map can be confusing and non-intuitive
- Too many entry points and open areas with clutter at varying elevations makes for a campers wet dream
- less access points and rotation spots
There are few maps that pull off the industrial theme this well, adapting it into a competitive environment whilst retaining a sense of realism and purpose.
There have been a lot of strong entries to this year’s contest, but this one has really stood out among the crowd!
There has been one of two things I've noticed that could be improved.
Many of the railings across the map block bullets and grenades, I personally don't have a major issue with this however there are a lot of players I know who do. So you may wish to remove the collision and surround them with clip brushes in a later update.
One little pet peeve I have is the use of the Dust aid crates on western style maps. Whilst theoretically they can be explained, they always seem to look slightly out of place, but that might just be me :P
Anyway, great work! Well done on pulling the theme off so well. The industrial theme is so frequently chosen by map-makers, but you've been able to keep things looking fresh!
On first look, the map reminds me of a combination of nuke, assault and de_strata from CSS.
The main asset of this map is the minimal visual noise of the environment mainly due to clean crispy light-tinted textures and adequate bright lighting. This is a major bonus for competitive play and this map delivers on this side. Well done.
On top of the textures, there is a nice attention to details across the map from the elements in the 3D sky to the small stairs steps that have a rounded edge. Soundscapes, particles, props and decals are present to complete the look and make the aesthetics look pleasant.
I liked the clear and wide paths, at least the main paths, to avoid any stacking or stopped rushes. Connectors are present at lower and upper levels to ensure fast rotations and timings between bombsites/spawns.
An honorable mention goes to clipping the map all around for smooth player movement.
The map is nicely optimized but I noticed that you missed some areaportals mainly on the entrances on both bombsites (r_drawportals 1 will let you know which ones/3 at A and 2-3 at B). It could also be beneficial to add a horizontal areaportal in the roof of both bombsites to further reduce over-rendering (unless the roof is directly connected to the skybox with no space in-between). Once the map is played under heavy load, every areaportal helps :)
A strong contender in this contest.
I wish you best of luck and keep it up.