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Destruction of Exorath - A Mod for Counter-Strike: Global Offensive

Updates

v4_lite 5y
  • - [Other] Lowered the filesize below 150MB
v4 5y v3_1 6y

Ported but finally with optimizations !

ze_Destruction_of_Exorath_v4_lite

v4_lite NOTE:
  • Please update your entwatch configs with the included one to prevent items bugging out.
  • Now under 150MB, so you are encouraged to use FastDL
  • (For server owners) .bz2 file is already included
  • (Since v4)Stage configs are editable and seperated from the .bsp
  
An update to the v3_1 that focuses more on balancing and performance even more, to promote actual defending instead of running straight to the boss and using overpowered items. However, boss might still be easy or tough, that is yet to be tested.

Map Contains:

  • 5 Difficulties (Easy, Hard, Extreme, God Mode & Impossible) including Warmup Round and Bonus (voting room)
  • 64 Spawns
  • Cubemaps
  • 3 Bosses on the last 3 difficulties
  • 10 Items
  • Secrets
  • Admin Room (which is located in the spawn area above the building, sort of a bunker)
  • Optimizations
  • Loading Screen & Custom Description
  • Radar
  • Trails

Requirements:

Your server is required to have the following whitelisted in bspconvar whitelist file:

  • (Optional) exec 1 (for difficulty configs)
  • say 1 (for map messages)

And of course a noblock plugin and a particle precaching plugin

(if trail particles fail to precache, use sm_precache_particles particles/exorath_trails.pcf

Installation:

Extract the archive into your csgo/maps directory. That includes:

  • .jpg file
  • .txt file
  • _particles.txt file (this is for server owners)
  • .bsp file
  • radar files (.dds & .txt)
  • .cfg (for server owners)

Any feedback on boss hp balancing is appreciated as it's still probably not perfect.

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  • DrunkenM0nkey avatar
    DrunkenM0nkey Joined 6y ago
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    5y
    Posted by | Krystal |

    Posted by DrunkenM0nkey

    Here again:

    Please pack the

    - Particlemanifest
    - resourcefiles
    - .jpg (Valve blacklisted .jpg from downloadtable)

    into the .bsp

    Thank you

    Everything is packed except for the loading screen image. However, afaik even if the .jpg is packed, your issue won't be solved, unless you have a plugin that downloads it for you.

    Yes this is sadly true... but when you reload the map, there was a time where you see the packed image. I hope that someday valve will do it like with workshop Maps. There you have a loading screen image that is packed inside the .bsp. Valve will never get back to allow .img outside the .bsp file. You cant download it anymore, also with a plugin. I tried that already. So in my opinion the better way is to pack the image when someday valve will change something that this comes alive again.

    Bananite
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  • | Krystal | avatar
    | Krystal | Joined 12y ago
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    5y
    Posted by DrunkenM0nkey

    Here again:

    Please pack the

    - Particlemanifest
    - resourcefiles
    - .jpg (Valve blacklisted .jpg from downloadtable)

    into the .bsp

    Thank you

    Everything is packed except for the loading screen image. However, afaik even if the .jpg is packed, your issue won't be solved, unless you have a plugin that downloads it for you.

    Plsban
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  • DrunkenM0nkey avatar
    DrunkenM0nkey Joined 6y ago
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    5y
    Here again:

    Please pack the

    - Particlemanifest
    - resourcefiles
    - .jpg (Valve blacklisted .jpg from downloadtable)

    into the .bsp

    Thank you
    Bananite
    URL to post:
  • | Krystal | avatar
    | Krystal | Joined 12y ago
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    6y
    Posted by 8guawong

    Posted by [SG] Punky

    Posted by 8guawong

    what does 

    • exec 1 (for difficulty configs)

    mean??
    does it mean you can't move on to harder difficulty level??
    or 
    does it mean the map won't be able to change the settings of zombiereloaded to how you would like this map to be played? (i.e. knockback, mother zombie spawn, etc.) 

    sorry for being paranoid ;-)

    Difficulty configs change zr settings so yeah the second thing :p

    if that is the case, i think you should just post the config for server owners to see.  let them decide if they want to use it or not. 

    If you feel like checking them out just use VIDE and extract the configs. It's similar if the map required sm_cvar 1. Map is supposed to play with them, but no one forces to use exec 1
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  • 8guawong avatar
    8guawong Joined 6y ago
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    6y
    Posted by [SG] Punky

    Posted by 8guawong

    what does 

    • exec 1 (for difficulty configs)

    mean??
    does it mean you can't move on to harder difficulty level??
    or 
    does it mean the map won't be able to change the settings of zombiereloaded to how you would like this map to be played? (i.e. knockback, mother zombie spawn, etc.) 

    sorry for being paranoid ;-)

    Difficulty configs change zr settings so yeah the second thing :p

    if that is the case, i think you should just post the config for server owners to see.  let them decide if they want to use it or not. 
    Bananite
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  • | Krystal | avatar
    | Krystal | Joined 12y ago
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    6y
    Posted by 8guawong

    what does 

    • exec 1 (for difficulty configs)

    mean??
    does it mean you can't move on to harder difficulty level??
    or 
    does it mean the map won't be able to change the settings of zombiereloaded to how you would like this map to be played? (i.e. knockback, mother zombie spawn, etc.) 

    sorry for being paranoid ;-)

    Difficulty configs change zr settings so yeah the second thing :p
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  • 8guawong avatar
    8guawong Joined 6y ago
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    6y
    what does 

    • exec 1 (for difficulty configs)

    mean??
    does it mean you can't move on to harder difficulty level??
    or 
    does it mean the map won't be able to change the settings of zombiereloaded to how you would like this map to be played? (i.e. knockback, mother zombie spawn, etc.) 

    sorry for being paranoid ;-)
    Bananite
    URL to post:
  • | Krystal | avatar
    | Krystal | Joined 12y ago
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    6y
    The port already has hint/skip brushes where i could fit them, so it should be just a matter of getting rid of the areaportals that are not needed, as i think other stuff is ok as is. Moving on to low poly models suggestion, I could try lowering polygons for 1 t and ct model and have them as the only variants for each team, since I'm afraid of hitting the 150mb limit. There's also another problem, which is that I'm not even average in using blender, but I'll see what I can do when I start working on the next version.

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  • JorisCeoen avatar
    JorisCeoen username pic Joined 11y ago
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    6y
    Areaportals should indeed be used sparingly. If you can narrow them down to being just the most essential then it's OK.

    If you would completely push the idea of optimizing a map entirely for CS:GO, then the very best thing you possibly can do is make all the default playermodels changed for a much more optimized variant that is Low-Poly, as right now all playermodels in CS:GO default to something like 14-18k per model, that is 16k polygons x 64 = a lot of polygons that are never even noticed.

    This is why Minecraft Adventures runs so smoothly compared to almost all other ZE maps.

    Of course, this would require recompiling of a low poly model for the map, but that shouldn't be much of a problem.

    Level Design, Modeler, YouTube avatar
    Mantra
    Level Design, Modeler, YouTube
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  • | Krystal | avatar
    | Krystal | Joined 12y ago
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    6y
    Might have overused them, since I've added them before actually setting render distances on all props, so I guess they could be removed further down the line. Still not gonna lie not a proffessionalist in optimzing, but I am quite happy how it works now :/ Anyway, I'm waiting for more input about the boss hp, so I can balance it out and release another version. Thanks for the feedback tho :p

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