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| Development Info You do not have permission to access this, sorryI worked on this map off and on in my spare time for over a year. It is a remake of my 1.6 map of the same name. In the process of this version, the primary software I used were 3D Studio Max 2010, Mudbox, Hammer and Corel PHOTO-PAINT. There are many custom models, sounds and textures in the map. You can read more about the development here. |
The download includes two (2) maps which are variants of the same map. The namesake (de_tension) is a standard Bomb map. The second map (ww_de_tension) is also a standard map that has, overall, the exact same layout as the other map. The difference is that ww_de_tension changes depending on the number of players on the server. The intent of the changes (available paths) is to make a map that accomodates small to large crowds.
ww_de_tension
A Wall Worm map by Shawn Olson
www.shawnolson.net
#### THIS MAP CHANGES !
DEPENDING ON THE NUMBER OF PLAYERS
* 6 Players - South tunnel opens
* 12 Players - Path under bridge opens
* 18 Players - Grates in water open
#### Other Tips:
The signs regarding the crystal caves also change
depending on the number of players. This is a
visual cue for the CTs to prepare for Ts coming
from alternate paths.
1,451 views, 546 downloads, 8 posts, 2 favs, 9.53/10, 4 votes
Added 8 months ago - last modified 8 months ago
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Posted 8 months ago
Great looking map. at first i was kinda lost because it feels really big but after playing it for a while and learning the routes it really settles in to be a nice map. i like the different paths that open based on the # of players, really cool feature.visually it looks amazing. i give it a 10 for looks, 9 for playability. kind of a big d/l but worth it. nice job
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Posted 8 months ago
This is way too complex to work as a CSS map. There are way too many ways to get lost and the fact that the map changes with playercount isn't good thing because people tend to remember the routes and they go figuring why i cant go from here now while i used to.
The fps is quite nice, could be better at some parts. Displacement look odd at some parts of the map, unreal. There are also some quite dark spots there which really isn't a good for the gameplay part.
The most annoying thing is the large size and the separate files within the folders. I saw your text about creating this map and you said that now 2 maps can share the stuff. To make things easier, 1 bsp file would have been a better solution and compressing the custom textures too. Some are over 5 megs, which could be compressed to like 6th of that size. Big filesizes for maps are still limiting rapidly the map popularity these days.
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Posted 8 months ago
Godlike! Nice displacements!
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Posted 8 months ago
Intriguing map. Loads of detail. Love the nooks and crannies to hide in. Destructive bridge is a nice touch too. Quick combat. I give it a thumbs up
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Posted 8 months ago
I don't get it. Why do you have to make 100 different folders? Can't you just compile everything into 2 files, bsp and nav? Whenever I try to upload material folders to a dedicated server, the textures are missing and everything turns purple...
Does anyone know how to fix it?
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Posted 8 months ago
I played the old cs 1.6 version, and it was one of my favorites. One common complaint was that it was too big if we had a small crowd.
The new method of expanding the map based on number of players really makes this map great. It's compact with a small crowd and then opens up as more people join. I hope to see many map makers use this idea.
Perhaps in future maps, have sprites that also appear when the map opens up and position them in or near the spawn. That may make it more obvious that a way that was previously closed is now open.
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Posted 8 months ago
Pros: Much Detail
Very Realism
Nice Entitywork
Cons: Look Improvements
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Improvements: Nothing (:
Notes: Amazing Map guys ;)
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Posted 8 months ago
Pros: Great map, looks like a fair amount of time was spent, love the splitting map idea.
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