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- A Mod for Counter-Strike: Global Offensive
One of the greatest maps that I've ever seen, mate. Actually, I really love the details of your maps. It makes me wanna go around here. What I love most in the map is the cathedral and the place near the T Spawn. ^_^ I really love this map. I hope you win, mate. I hope you win.
- amazing detail
- good paths
- good flow
- beautiful map
- underground walkway
- I love how the map feels. You can see the time put into the map with the detail and unique environment. I don't like the underground path because it creates the (like de_nuke) footstep confusion.
The big arches in the church are extremely low poly. I'd make it have a few more sides if you can.
Also Tick the "renders in fast reflections" box in the larger prop_statics so they show up in the reflections of the water.
It really does look like a excellent map I'll give you that. I just wonder if those things are moving trains. If so that'd make this map quite fun to play. Then players can hide behind the moving train for cover or perhaps stand on the train roof to snipe some targets.
It will be cool if you can add such feature but it will require you to use the **path_track** and **func_train** entities quite alot. Not sure if that's too much work or anything but if you manage to do that then the map will stand out greatly and become quite epic.
Congrats on this release mate, you’re a very talented artist and each release just knocks the previous one in terms of custom content and craftsmanship. Well done.
The realism factor in this map is through the roof and every aspect of a Dutch historical city center is taken care of. The ambience is spot on and faithfully recreated but you’re Dutch and that’s to be expected :)
The overall architecture is impressive and must have taken quite some time to nail the look and the custom content that you create simply makes this architecture more prominent and eye-candy. Well done.
The attention to details and various soundscapes add to this immersive realism factor in this map.
The timings are good and rotations are fast.
I quite liked the trees trick of using a custom made tall tree bark an adding the stock CSGO trees inside as branches; very clever and economic :)
I gathered my findings in the hope of further polishing this map.
You forgot some orange “dev” textures here and there (under water, behind building…). It’s better to no draw these faces to reduce texture memory overhead.
Most of the buildings in your 3D sky are regular world brushes. It is highly recommended to switch them to func_detail since the sky visleaf is always rendered at all times and it is always better to have the least clutter without unneeded extra visleaves.
Your custom color correction is not working; the console keeps outputting “missing cc_tulip.raw”. I tried switching color correction on/off (mat_colorcorrection 1/0) but there was no change. Make sure it’s properly embedded in the bsp.
The environmental lighting/sky are meant to convey a slightly overcast weather but I feel the lighting is a bit bland. It might be because of the values/brightness of the light or because of fog diffusing the light. I disabled fog in-game and felt the map was more vibrant color-wise. I believe tweaking the light and/or fog color/density might yield some better visuals but it’s your decision after all.
The church inside can use a bit of polish: I believe the walls should be rock/concrete texture as in Gothic cathedrals; the current white plaster texture feels a bit out of place. I also believe adding some sun rays coming from the windows would add some life to the church.
A brilliant map and a very nice addition to the CSGO library. I wish you the best of luck in this contest.
PS: I already told this on Steam some months ago but the map reminds me a lot of 3D_mike’s cs_deadlock for CS 1.3 in 2001 :)