http://www.steampowered.com/Steam/Marketing/June3.2005/img/CS_Assault_03.jpg
Here it is! The map we've been all longing to see
Don't you guys just LOVE valve
Let us hope it will be out this week



I'm convinced that whoever made the original assault is a layout genius: it's the only CS map where the T's occasionally guard the hostages because of the way the building is designed.
This new version looks like s**t, though. Looks like they got Underpass' designer to crank out another vanilla C17-type map.
Valve accepted Torn as official after some community prodding, I believe, and even then only to prove that they don't just like Dust maps (even though they accepted de_storm in the same release, I believe). I don't think they like it. Neither does the community, really.
I remember back in the day everybody saw Torn as the goddamned second coming. Ahhh... semi-old time CS mapping. I wish I still had the cs_militia RMF from when they released it.
I can't say whether or not Valve asked him to, but the man responsible for Torn (Crinity?) went nutso whooping up the hoopla prior to release. Every other weekend he was sending screenshots to PHL and CSNation, and the map is still one of the benchmarks of graphics in HL1. Why wasn't it popular? A few reasons I picked up:
* Overboard visuals: most people I knew couldn't play the map well when it came out. They could care less about graphics and even layout, so long as they get a decent framerate. Considering there were 512x512 textures for hanging plants and way to many ambient_generics, it was just a bit too much for some machines. The entity count was also ridiculously high, because it wasn't enough to the mapper to overturn a van in the street, it also had to be on fire in five different places with breakable glass windows. Still, the detail was fantastic and made incredible use of building ambience with inaccessible areas.
* Too many parallel paths: Classical mapping wisdom says that if two routes empty at the same spot, delete one. This has a drawback: do it too much and you'll get maps like militia that allow you to simply hold a crosshair on one spot and wait. Nonetheless, Torn had way too many routes. This led to new and casual players getting lost a lot, and also to an irritatingly campable section at the T spawn.
* Poor Bomb Site placement: Neither bomb spot is at the CT spawn. In fact, if CT's rush out, they probably won't even pass either bomb site before combat. Both spots were in side rooms, and not even marked with the generally accepted bomb target decal. Further compounding this problem was the irritatingly long route between the sites. Good design calls for a defensive CT to be able to check out both sites within the bomb timelimit, although it's not a bad idea to force him into some exposed areas to do so (cbble). Add in the afforementioned maze factor, and you got some issues.
Nonetheless, I still greatly enjoyed the map as it rewarded smart, stealthy play. There was a large amount of props to use as cover, and a large amount of height variation. I hate flat maps like storm that require little to no use of the z-axis.
Great summary of that map...
I always enjoyed the visuals, but it took rounds and rounds of playing to get the layout down. And for most of the CS players out there... rounds and rounds is way too long.
As for the new Assault, I really liked the way it looked, aside from the strange looking ladders, but that could just be the angle of the shot. It seems overextended and not quite stable.
As to the new assualt screens, here are the things I noticed:
Shot #2: Note the door on top of the large boxes in the back. Either it's been raised to up there from the floor or a fourth route into the warehouse has been added. Either way, I think it'll prove to be for the better as it means people on the roof will have somewhere to go if the vent's tied up.
Shot #3: The hut on the left means that CT snipers attempting to clean out the warehouse by shooting in the main door will have something to duck behind when reloading (the ones attempting to actually help from street level, not those too chicken s**t to leave the bridge). The right side of the street looks to have been designed to give CT's some aerial advantage without giving them the tedious camping positions they used to have.
All in all, I expect like the first one that it will be a fun map to play on with an intermediate skill level group. Beginners will continue to sit where they're not accomplishing and expert T snipers will still scare the hell out of CT's. I expect they also removed the ability to HG spam the vent, but at the very least CSS won't give it the ridiculous splash damage effects it used to have.

I thought Half-Life was designed to explode when you used any texture above 256x256, with the exception of some strange 16x1024 combination...

