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Game: Counter Strike Source
Added Sun May 22nd 2005

Map Description

This map has a discussion topic which can be visited here

Final Release.

It's a competition entry for that HL2Mapping contest. It's set within a freightyard which is currently home to a weapons train. Terrorists try to bomb the train or the freight inspection office while the Counter-Terrorists try to stop their nefarious actions.

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0 starsPosted by ReNo on Tue Mar 15th 2005 at 12:41am

I had a run through and performance was a major issue. I had two versions of this map, and the one you said was the "improved" version seemed to run worse for me I'll try and do a critique tomorrow, as I've got a mate visiting at the moment so I just had a quick run around.
0 starsPosted by Myrk- on Mon Mar 14th 2005 at 10:13pm

Just as I was thinking my boy... [addsig]
0 starsPosted by DrGlass on Mon Mar 14th 2005 at 9:40pm

I just gave it a run through. Looks very nice, you did very well with your brush work and the lighting is fantastic. I really got a feeling of time and place, the enviroment really drew me in. You do need to optimize the map, I didn't take a look in wireframe but I think that if you add alot of your background into a skybox then it will work much better.

Also, you need to include the custome models you used, I also got a huge amount of red errors in console when I loaded the map (which took quite some time).

"ERROR!: Can't create physics object for models/props_wasteland/woodwall030b_window01a_bars.mdl
ERROR!: Can't create physics object for models/props_wasteland/woodwall030b_window01a_bars.mdl
ERROR!: Can't create physics object for models/props_rooftop/Sign_Letter02_Rus2002.mdl
ERROR!: Can't create physics object for models/props_rooftop/Sign_Letter02_Rus2002.mdl"

This and some other vent things looked a bit odd, I'd add some supports or remove it. just a little detail.

The truck in T spawn is off the ground by about 8 units. You should place your physic props closer to the ground, when new rounds start they all settle and it looks kinda strange, again just small details.

I dont like the long thin beams of light at all, I think you should tone it down quite a bit. These lights were by far the worst, a small glow maybe, but I dont think you would see anything like this in real life.

This just looked odd to me, can you make the green light less opaque? its a little too bold.

Lucky I didn't download fishy's models yet or I may have not caught this. include those models.

I personaly cant stand invisible walls, Right here just seems usless becuase there is a blocked door just 2 feet from it, but you need to think about how to block the player without 'cheating'. The clips in the outdoor area was a big pain, I'd move some train cars into the door ways and block the player that way.

I also had a problem with the CTs that were out side the CT spawn, its a cool idea, but if a Terrorist were to come out there it would just spook him, and it would confuse him when the CTs didn't die. I see where your going with it, but they arn't moving or really doing anything but adding extra polys to your map.

Over all your map looks and feels great, fix some of the small details and move as much background as you can into the skybox and this could be a great map.

0 starsPosted by habboi on Mon Mar 14th 2005 at 4:15pm

Excellent looking map and i'm starting to get jealous of your mapping techniques

Keep up the good work and lets hope the same event for your other map does'nt happen with this one

Posted by RabidMonkey777 on Mon Mar 14th 2005 at 2:40pm

I've just released RC2 to the public. Additions include some major overhaul to the visblocking, resulting in a faster map. If you want bot location names, wait until tonight, as I have not assembled them yet. The bot mesh is included, as well as all other content necessary.

0 starsPosted by Cassius on Fri Mar 11th 2005 at 4:41am

The thin spotlights are an interesting and certainly original visual, but are most likely unrealistic.
0 starsPosted by ReNo on Fri Mar 11th 2005 at 3:50am

I'm interested in giving it a run through, check your PM's
Posted by RabidMonkey777 on Fri Feb 25th 2005 at 11:52am

I fixed them for edit2 ;o. Thin spotlights do seem to trail in my wake, don't they smiley. I've also replaced some stuff with the new, de_train content, and the Terrorist spawn point is a bit different thanks to some new models and brushwork. It's a bit late, though, so I'll get them up tomorrow.
0 starsPosted by Trapt on Fri Feb 25th 2005 at 11:11am

Played through it. The inside could be a tad more detailed, but the outdoors is just stunning. <br> <br>Site B blew me away: It was just amazing. Rain has been incorperated very well indeed. The light beams aren't as thin as they seem in the screenshot, but I do agree they need to be either made wider, or shorter. <br> <br>The events that happen when the bomb goes off are very nifty, and well thought out. <br> <br>Now, you're next project is to make a map which is crappy PC (like mine) friendly. smiley
0 starsPosted by ReNo on Fri Feb 25th 2005 at 9:18am

As Mike said those spotlights look too skinny - I'm noticing you have quite a fetish for them like that smiley Looking really nice though, look forward to taking a closer look smiley
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