Desert - where the futuristic has decayed, but the ancient has remained.

After a whole four years later I decided to return to this map and make a little redux on it. I made some improvements on the terrain, replaced all textures with original ones and added unique detail textures to every texture. This way I give the illusion, that the textures are with higher resolution than they really are, without worrying too much about performance. Also, this is the main reason for the large download file.

Original map: http://www.moddb.com/members/tnk-x5000/addons/desert-for-gomod

Instalation:
Extract "gomod_desert.wad" in [your Half-Life 1 game dir.]/valve
Extract the contents of the "gfx" folder in [your Half-Life 1 game dir.]/valve/gfx
Extract the contents of the "maps" folder in [your Half-Life 1 game dir.]/valve/maps

The gomod_deser.rmf is the editor version of the map and can be edited in the VHE Hammer editor.
If you are using the last ZHLT for compiling, I advise you to paint ALL the invisible faces in BEVEL. This is because the older tools have the habit of calculating the clip hulls of all the faces of every solid block. This causes clipping problems on edges.
Or you can use these awesome tools: http://forums.svencoop.com/showthread.php/40983-Downloads-amp-Changelogs which do the BEVEL painting for you and other awesone stuff, like faster compilation with less resources.
Many blocks are formed in way, that it would not cause clipping problems, but thous are remnants from using the old ZHLT. I STRONGLY recommend that you use the new ones - trust me, they are much better.