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Map Details
Release: Final
Version: Not Specified
Filesize: 12 mb
Players: 16
Theme: Not Specified
Time of Day: Day/Light
Season: Fall/Autumn
Textures: Custom
Meshes: Custom
Map Size: Medium
Environment: Indoors, Outdoors
Effects: HDR
Misc. Features: Ambient Sounds, Easter Egg/Secret Area, Nav File, Skybox
Weapons: Knives, Pistols, Shotguns, SMGs, Rifles, Sniper Rifles, Machine Guns, Grenades
DevNotes
No details were entered
de_leetwood
Added by...
Category: CS:S > Bomb/Defuse
Tags: western, tactical, de, la0al, laoal, laoal
Added 2 years ago - last modified 2 years ago
5,112 views, 1,676 downloads (Stats)
Author's Readme/Notes:
. . . .
.-| .-, | .-,.-,-|-. . ..-..-..-|
`-'-`'-___'-'`'-`'- '- ` ` `-'`-'`-'-





de_leetwood
By {La0aL]Trench Coat Warrior one & {La0aL} Grimlap




____________________________________________________

{La0aL} Grimlap & {La0aL} Trench Coat Warrior one are
proud to present de_Leetwood. de_Leetwood is a bomb
defuse map designed with game play in mind. It was
designed from the ground up to have everything we were
looking for in a counterstrike map. Designed to look
great, and play better. de_Leetwood takes place in
the western town of Leetwood. Leetwood is settled in
the Rocky Mountains, and proudly boasts the highest
church in the county of leetsauce.

____________________________________________________

Terrorists' mission: Destroy Leetwood, using one of
the two target bomb sites.

Counter-Terrorists' mission: Stop the terrorists from
wiping Leetwood off the map.

____________________________________________________

Remember, wood cant stop a bullet in real life.
And some walls are week enough to break through.

_____________________________________________________

Installation:

unzip to your C:\Program Files\Valve
\Steam\SteamApps\[username]\ Folder.

_____________________________________________________

Known Bugs:

>There are several texture errors, all of which cause
the texture to turn black.
>The ct spawn has the sound of glass breaking when you
walk past.
>There are walls that shadows can be seen threw.
>Props turn white with HDR on.

_____________________________________________________

Credits:

This map was made entirely by {La0aL}Grimlap & {La0aL}Trench Coat Warrior one. You may not copy, edit or
redistribute this map anywhere else without my personal
permission. Any bugs, suggestions or comments are welcome.

You may contact me by any of the following means.

La0aL admin E-Mail: deadlyquasar@gmail.com
XFire: wowpieisgood
Steam: wowpieisgood

{La0aL} website & forums @ http://la0al.tripod.com

Enjoy the Map,
The {La0aL} Clan
DOWNLOAD
(12 mb)
Feedback
Page of 2   1 2 Next Page
1 year ago



I tested it ingame and have to admit that I'm impressed, but at the same time there are many points for improvements.
The main problem of this map is the lacking detail: you designed very nice-looking saloon buildings, but except these and a few trees, the map is totally empty. Some smaller props like baskets or trash would improve its look vastly. Second, there is a problem with the lighting. Refmaps reflect too strong and if HDR is activated, everything looks totally overcontrasted. Third point would be the layout, it's too easy. Some paths on the side or a tunnel would give more tactical variety.
8,7/10


Respect is everything.
2 years ago
deadlyquasar



For those complaining about not haveing cubemaps, or about the white furnitur, I know it is suposed to have cubemaps. Iv done this. The problem is that with cubemaps many textures that are in shadows reflect white or blue. All of our building have many windows so we cant put a cube map in that wont make some textures glow, it is the best looking with out the cube map unless HDR is being used so thats the way we kept it.
And as for the spawn points, I admit that is a flaw, and will fix it in a later relese. I did not know that there were so few spawn poaints untel the map was compiled becouse that was not my part of the map to workon.

thank you for your feadback.
and if anyone knows how to remove such a problem as white/blue textures with cube map in a map with many windows, please let me know.

{La0aL} Trench Coat Warrior one
2 years ago



Looks pretty good. Nice work.


brap
2 years ago
Dr. Spud



The map initially looked great in the screenshots. But, upon playing it, it's very flawed. In my opinion, it's a great map that just isn't finished yet. I could say a lot of great things about the look of the map, and how unique it is, but I'll give you some feedback because it'll probably be more helpful.

The biggest issue is that the map is dead silent. You have to have sounds in the map. The other big issue is that you didn't build the cube maps. The reason props are white with HDR on is because there are no cubemaps - and a map should never be released in such a state. All you have to do is load the map up after compiling and run "buildcubemaps" in console. I think you have to do it twice, once in regular lighting, and once in HDR (But I'm not sure... might have to look that up).

And, to top it off, there are only 16 spawns. That's just... bad. Any map should have at least 30, if not more. It doesn't matter if the map is best played with 12 players. Most people, myself included, can't put the map on their servers with so few spawns.

If you fix this stuff in another release, though, the map will be great! I'm really liking the design, but you gotta fix the problems. a 6/10 seems kinda harsh, but those problems are pretty serious. Without them, the map is easily a 9 or 10 out of 10.


Truth Injection!
2 years ago
deadlyquasar



Ok, I see there is some confusion with the max players.

The map has at least 8 spawn points (8 per team) so there is a 16player max. But I recommend between 8-12 players.

{La0aL} Trench Coat Warrior one
2 years ago
deadlyquasar



Hello, we need as many people on our server as possible today at 6pm (GMT-5:00 EASTERN)
for map stress + server stress testing.

{La0aL} 24/7-de_leetwood-noawp
68.42.150.85:27015

thanks to any that come play.

{La0aL} Trench Coat Warrior one
2 years ago
XenoNinja



I liked the map, i played and yes i did agree that a LOT of the map is too dark. that would be nice to lighen that up and maybe 4-5 more spwn points, not 20 like that crazy person said. xD

anyways good job on the map buddy!

Bananite
2 years ago
Fedda



Dude are you kiddin me? A day and a half? Have you tried CMD compiler? It runs very many times faster than the Hammer compiler, and it don't lagg up your computer.

ETC not ECT
2 years ago
PresumedDead



If you want to speed up your compiles increase the size of the lightmap anywhere shadow is less important. Large open areas such as the ground, and the outside displacements. Also any areas with consistent light and no shadow lines. I've even gone so far as to slice brushes along where shadow lines are and only increase the light map value right where the line is.

You can go upwards of 60-100 and still look ok and it will greatly reduce the VRAD time.

Also, I hope you have all those railing and that bridge in func_detail.

You should realistically be able to get this map to compile in a few hours or so.

Sorry if I didn't make any sense, pretty tired. Message me if you want clarification.


Web design, mapping, general programming
2 years ago
deadlyquasar



There will most likely be an update to fix the bugs, but it will be a wile. The map has a compile time of around a day and a half.

{La0aL} Trench Coat Warrior one
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deadlyquasar
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{La0aL} Trench Coat Warrior one
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