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Game: Counter Strike Source
Added Mon Apr 10th 2006

Map Description

This map has a discussion topic which can be visited here

A dust-like map that was originally made for Counter-Strike. The architecture is very simple (hence why it was made for Counter-Strike) but it recieved a little overhaul for Counter-Strike Source. The main 'feeling' of the map is archeology, hence the name 'de_archeo'. Terrorists have to bomb one of two valuable spots to win.

The map features both outside and underground spots, 2 sniping ranges, a lot of close-combat spots and very quick and intense rounds. Two bomb sites are available: (A) One in an underground tunnel where precious vases and crates of uncalculable price lay still unopened by archeologists who fled the region because of terrorist threats, or (B) an open archeology field where discovery of precious artifacts is imminent in a marked ground section.

*NOTE!* This map was made for Counter-Strike (1.6) but I modified it so it will now only work for CS:Source. The architecture is very simple, so bear with it. I am currently fixing some minor issues with the map, but it's already 100% completed. I'm already working on a more detailed maps which will use displacements and the full power of the new source engine, de_archeo2.


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Posted by Dash on Thu Mar 10th 2005 at 11:13pm

Gwil, your name rings a bell but Wireplay/Gameplay doesn't As far as I know, we're 2 Dash's in the CS community XD

Thanks for the comments and Leperous, I do agree somehow, that tiled floor looks odd. The thing is that I wanted a little contrast somewhere, and pretty much all the "elevated" areas are tiled... If you d/l the map, check out the main corridor part (Right side of the first SS), used a sandy planks texture. Not sure about it... Also, the screenshots differ slightly from the current version


0 starsPosted by Leperous on Thu Mar 10th 2005 at 11:04pm

It also looks a bit flat outside- some more vertical variation and a funky skybox would be nice- and the environmental light seems to be a funny colour... And the tiled floor in #2 looks terrible
0 starsPosted by Gwil on Thu Mar 10th 2005 at 10:59pm

That the same Dash from the old old Wireplay/Gameplay community? Strange to see an old name if it is, but you won't remember me though if it is. If it's not, bleh Ignore me!

Map looks pretty cool, architecture is a bit sparse on detail - Source should give you plenty of room to spice it up a little though. Can't really say much, aside from the lighting is a little drab, and the floors could use some displacements (in Source) or a bit of triangle terrain work in CS 1.6.

Looks pretty solid all round though, good job.
[addsig]
0 starsPosted by Orpheus on Thu Mar 10th 2005 at 10:06pm

It is often unwise to put such a disclaimer as you have. it says &quot;no matter what you may think, I'll not change it&quot; <br> <br>i would remove that part of your description, it could get you better feedback.
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