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Map Details
Release: Final
Version: 1.0
Filesize: 15 mb
Players: 32
Theme: House/Hotel/Resort
Time of Day: Twilight/Dull
Season: Summer
Weather: Cloudy
Textures: Custom
Meshes: Custom
Map Size: Big
Environment: Indoors, Outdoors
Effects: None/Not Specified
Misc. Features: Ambient Sounds, Easter Egg/Secret Area, Nav File, Skybox
Weapons: Not Specified
Devnotes
No details were entered
cs_uvalno_villa
Added by...
Key Authors
Dinus Saurus - Map Design, Custom Textures
Special Thanks
Hessi - Custom Models
plus. - Mat test
Chizbone - Navigation map
Category: CS:S > Hostage Rescue
Tags: villa, village, house, pool, conference, country, dusk, uvalno
Added 4 months ago - last modified 4 months ago
2,242 views, 1,190 downloads, 5 comments, 0 favorites
Author's Readme/Notes:

I continue in Uvalno village reconstruction. So here is 1st playable version of map uvalno_ulicni (real reconstruction map named after my friend's surname). I rebuilt it to hostage rescue version, where hostages are teleported on random locations in house, it may increase fun (different strategy cases due to hostages locations)

For those who like my map, I think about rebuild this map to night defusal version (like my de_uvalno_funeral and cs_uvalno_night ,almost same maps but some parts are rebuilt and map amtosphere changed to haunted theme). So post here or PM me ideas about place of bombsites, playerspawns or whatever you think should be improve.

Note.: Please don't be confused... Max/Min Fade distance causing disappearing some far-away props. IT IS NOT BUG, it is optimization method.

DO NOT RELEASE THIS MAP WITHOUT MY PERMISSON ON OTHER SITES LIKE THIS. IF YOU WANT, CONTACT ME!!!

dinus.saurus@yahoo.com
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(15 mb)
Feedback
4 months ago
Frijs



This looks awesome..
I'll try it out for sure =)


BAER LROT
4 months ago
plus.



Pros: awesome mapping skill
Cons: still, small runways/ uncool hostage placement..
Improvements: told you before ;D
Notes: n1 as always !!!! I want MORE !!!

http://www.SCHEITERHAUFEN.info
4 months ago
erdbeerhund



Pros: nice map. not often you can see maps like this.
Cons: none

sikimi yala götlek
4 months ago
icsx



The CT spawn has only that vehicle blocking the way to the right. There is invisible wall in front and backside of it.

Your worst nightmare
4 months ago
Dinus Saurus



Posted by icsx

However, one of your T-Spawns is not working. Type in map_showspawnpoints into game console to see which. You also have some console errors about solid VPHYSICS which can be fixed by either making the prop not solid or to use bounding box. There is also error about displacement. You used a displacement texture on normal brush which is not made as a displacement. You can fix this by making it displacement or changing the texture.

Thank you for your advice.
I checked T spawn, and it seems to be ok, no player had problem with movement. I know about console errors (vphysics and displacement texture) but map is playable with these "errors".

Also player bumping into an invisible wall, a clip or player clip brush is sort of annyoung. Why dont you add some fences there or some other props.

Where do I add fences? All around house is closed by wooden fence and road is blocked by vehicles...I don't undrestand your complain
Overall, its nice looking but won't be a good selection for more than 10 players. Fps goes way too low. Be brave, change the map structure to break visibility.

I fought with visibility long time ago before I submit map. I can remove some "useless" props, but than map could looks empty.

Don't forget about pattern map, I try to adapt reality to game restrictions. I think it is succes, that I reached so far
That Zombie there with the headhugger doesnt fit the scheme either.

:D

Why everyone find some little stupid detail to rebuke...You have no sence of humour?
If Valve has model of dog, I'd put there dog instead of zombie. They haven't, so I made prank about it.


World builder
4 months ago
icsx



The map looks nice but thats about it. Too many details showing up at same time and the playable area is too open. It kills the fps and since this is ment for multiplayer, fps really goes down on an actual server. This sort of explains why you included only 16 spawns per side. However, i have told every mapper that adds less than 64 to add total of 64 spawns, since larger servers than 32 will sometimes want to use these maps. I know many, many, many maps that have only 32 spawns and they are either edited with entspy or edited in hammer to include 64 total spawns so everyone can fit in.

However, one of your T-Spawns is not working. Type in map_showspawnpoints into game console to see which. You also have some console errors about solid VPHYSICS which can be fixed by either making the prop not solid or to use bounding box. There is also error about displacement. You used a displacement texture on normal brush which is not made as a displacement. You can fix this by making it displacement or changing the texture.

Also player bumping into an invisible wall, a clip or player clip brush is sort of annyoung. Why dont you add some fences there or some other props. That Zombie there with the headhugger doesnt fit the scheme either.

Overall, its nice looking but won't be a good selection for more than 10 players. Fps goes way too low. Be brave, change the map structure to break visibility.

Your worst nightmare
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Dinus Saurus
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