Map of World War II inspirated in Cesky Krumlov city
**January 02, 2012**
**Update: The map is finished!**
After almost 6 months from initial planning, the project is completed Cesky Krumlov Map with the next release of the map
**December 20, 2011**
**Update: Bombsite A and B is over. Map complete in 90%**
This update was finished the bomsite B, which houses a anti-aircraft gun, one of the objectives of the Czech resistance in the fictional story of this map.
Also appears the Respawn Terrorist, which is located inside the Chocolate Factory "Beauty Bohemian". This is the headquarters of the Czechoslovak resistance, which seek to attack specific targets to shake the occupation forces.
In the walls of indoors, there propaganda posters of the Resistance (note: these posters are veridical, used in the past by the Czechoslovak resistance during the Nazi occupation of 1938 to 1945).
Since the last update was finished the map in 95%... but work in a more technical: operating entities, special features, reducing polys and r_speeds, and so on.
There's very little way, to finish the map! =D
**November 3, 2011**
**Update: Bombsite A in 90% finished. Redefinition of sections and roads.**
This update tried to work out the details in depth, to link the map with the time historically accurate (1943), and the first signs appear to indicate that the city is really taken by the German Army.
Also work specifically on bombsite A (St Vitus Church), was distributed for planting areas and cover C4.
With each new compilation is being tested many technical details: measure playing time for Terrorists to target and control the C4 plant, while the CT cover properly and smoothly, is looking for possible bugs and errors, and so on.
Terrorist base appears it's an old chocolate factory (the "Chocolate Factory" came out of a joke of a friend), eventually the joke became reality when I decided I was not a bad idea!, Lol.
Above the entrance you can see a poster of Czech artist Alphonse Mucha one of the leading representatives of "Art Nouveau", this gives us a reference to the time when the factory was established (1896). Also, similarity, recalls those beautiful illustrations by Mucha for "Chocolates Amatller" of Barcelona, who were identifiable image in the early twentieth century.
Currently we are working on bombsite B (where there are two checkpoints on either side of a barrier) to properly attach the stretch behind the factory to the bombsite B. this zone can be seen as yet not finished.
**Septembre 06, 2011**
**Update: Work in the Bomb Site A, Church St Vitus of Cesky Krumlov**
It begins to define the structures and details of the location of the bomb, the church, home to army officers to occupied the city, one of the objectives TE (Czech resistance)
This site is the closest to the CT respawn and have 3 shortcut. It is a site that is elevated (as the true church St Vitus of Cesky Krumlov). You can still see the red roofs original (now in 2011 they are covered by a black synthetic fabric), obviously, in 1943 had not begun the work of architectural restoration...
New map for Counter-Strike 1.6 to Defuse/Bomb.
History and ambience:
Cesky Krumlov, Winter 1943.
Czechoslovakia is occupied by the Axis Armies, but a group of Czech liberation try to make a key attack in the beautiful town of Cesky Krumlov.
Objectives: To plant the bomb in the small town church which houses the army officers, or plant the bomb in the central square where they have their weapons.
**Video winter in Cesky Krumlov:**
> **Posted by Bravo81**
> Is this map for CS1.6 or DoD?
> If it is, good job! Looks nice.
> Design and overall look of the map is good though!
Thank you, Bravo!
This is a map for Counter-Strike 1.6, however, has textures Day of Defeat since it is a map of the Second World War, also has textures Condition Zero (I believe her other textures)
You need give attention because today or tomorrow comes the official launch.
Is this map for CS1.6 or DoD?
If it is, good job! Looks nice.
If it is for DoD:S or CS:S then I think you could improve your map by adding some curves..its very straight 'cut' and looks like it would run on the older engines.
Design and overall look of the map is good though!
Shash as always thank you very much.
I tell you that my map is finished and you just have to add the signature, but ...
some of your advice will be taken into account, as the theme of light, the sign of the Studio could be reduced further, although I had thought of that size (large).
On the other hand I will inform you that there are sounds in the map, there are also sounds that are activated when you do certain things.
I want to finish the map and do not want to extend their launch, they were 6 months of work and I think I'm exhausted, so will try to correct some of the details I've described, but not all will be present.
Best regards and thanks for your tips =D
Your map is shaping out very nicely. Keep it up.
I can see that it is nearing completion. Here are a few pointers to guide you.
Your map is looking great especially the indoor textures. However, you need to add grunge to the outdoor textures. Don't leave those textures flat.
Resize your studio logo which can be seen in the second screenshot. And also make its frame smaller.
Add a blast decal under every tree in your map. Also, once your map is finished, add as many decals as you can. This is because they provide a cheap way to add detail to the map.
Your map is looking nice but is looks very dead. Add birds, sounds, moving machinery, etc. These are just some tips to animate your map.
I will show you how to add birds. Just make a func\_tracktrain system and make a brush resembling an eagle. The eagle texture will be present in the de\_survivor wad file.
Don't just add sounds, place sounds logically. For example, the humming of a car engine can be only be heard near a car. Look at the last screenshot. Place some moving fans which can't be interacted with. Add some fan sounds there.
To loop sounds which aren't looped by default, place a multimanager entity and target it to trigger the ambientgeneric entity. Also make it target itself after some x seconds. This will make it retrigger itself. The x value is the length of the wav file. Ask me if you need any help with entities.
One last thing, add more buildings behind the buildings on the street to give a sense of scale to the player. Remember, don't try to duplicate reality. Your job is to mould the existing reality to your liking.
Read this post, it will prove helpful.
If you like this post, also read this and this.
One last thing though, edit the gamma values and make vis and rad run at high settings on the final compile.