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Game: Counter Strike
Added Sat Apr 10th 2004

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<boast> The best Counter-Strike aim map ever made </boast>
I made this for clan Fierce to practice on. It is aztec-like, with a river, a waterfall, a cave, and a secret room smiley
This is really good for practicing or just having fun with friends. There are lots of ways to go, and lots of vertical play as well.
To get into the secret room, "use" the aztec block on top of the waterfall (The box with the automatic sniper rifle on it).


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0 starsPosted by mrnielsen on Wed Jan 26th 2005 at 2:20pm

Looks nice, reminds me of an old starwars-jedi outcast map..
[author]
Posted by 2dmin on Mon Apr 19th 2004 at 10:07am

hehe thx beer hunter

buuut ... i need to be careful with the waterfall sprites, because otherwise my friends get <20 fps

[addsig]
0 starsPosted by Andrei on Fri Apr 16th 2004 at 8:15am

Its as nice as a fy map can be, but personally im sick of fy maps. Who is going to notice or actually play a new fy/aim/ka map when there are sooooo mmaaaannyy others around?

Oh, and fix that waterfall - its too streched.

[addsig]
0 starsPosted by $loth on Fri Apr 16th 2004 at 7:31am

? posted by beer hunter
As aim_ maps go its pretty decent.

Suggestions - break up some of those long walls with columns like aztec.

Takes too long to jump onto the crates to get onto the higher
level, replacing them with ramps will be better imo.

Needs a bit of cover in the middle section around the water edges.

The waterfall sprites could be tweaked for a better fx - something like bigger sprites at the waterfall base with a higher framerate and smaller sprites with a slower rate the higher they go.

That is what I call feedback baby!!

[addsig]
0 starsPosted by beer hunter on Fri Apr 16th 2004 at 1:57am

As aim_ maps go its pretty decent.

Suggestions - break up some of those long walls with columns like aztec.

Takes too long to jump onto the crates to get onto the higher
level, replacing them with ramps will be better imo.

Needs a bit of cover in the middle section around the water edges.

The waterfall sprites could be tweaked for a better fx - something like bigger sprites at the waterfall base with a higher framerate and smaller sprites with a slower rate the higher they go.
[author]
Posted by 2dmin on Wed Apr 14th 2004 at 10:50pm

lol, wil5on, what graphics card do you have? Because not everyone has a Radeon 9800 XT

my friend has a Geforce 2 and as it is if he gets too close to the waterfall it gets chuggy.

[addsig]
0 starsPosted by wil5on on Wed Apr 14th 2004 at 1:42pm

I think the waterfall would look better if you did what $loth said, and also put a lot more mist and spray sprites around the bottom.

Apart from that, it looks OK.

[addsig]
[author]
Posted by 2dmin on Wed Apr 14th 2004 at 9:15am

ah kk. [addsig]
0 starsPosted by $loth on Wed Apr 14th 2004 at 8:06am

well instead of the the huge gap between the curved and the straight down why not make it one?

I don't know which texture you could use though, i haven't looked proparly through the textures in a while.

[addsig]
[author]
Posted by 2dmin on Wed Apr 14th 2004 at 7:31am

you mean at the end of the waterfall where the water falls down? elementary physics i would have said. the water has forward momentum, but at the same time acceleration of gravity pulls it down. this leads to a curved path (perhaps a bit exagerrated, but still)

what texture would you rather have me use? smiley i agree, water can be boring, but it seemed to suit the scene well.

[addsig]
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