cs_spetsnaz by Razorub

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Map Info

  • 0 ratings
  • 1077 views
  • 338 downloads
  • added Sun Mar 13th 2005
  • updated Sun Mar 13th 2005
  • more content for: Counter Strike Source

Map Description

Grozny, Russia.
Chechen warlord Shamil Basayev has taken hostages and is holding them within a compound disguised as an ordinary warehouse. After days of failed negotiations, the Russian spetsnaz special operations team has been signaled to engage the compound. Engage the enemy by dropping thru the ceiling windows, side windows, vents, roof top sniper battles, and best of all, night vision...

Discussion

Posted by Liberal.Nyulism on Sun Apr 10th 2005 at 4:49pm

Well, after I spent a while walking around the map, and was fairly impressed, I played this map on a server last night for about three quarters of an hour. It has some good attributes. It's nice to look at. You got the sense of space right. There are a few nice combat zones. The building is actually kind of intellectually stimulating to attack (if you can survive to get there.) But unfortunately, the map is so unbalanced that it becomes essentially unplayable. The T's can come out of the woodwork like cockroaches, and the CT's must sprint out of a single constricted point, over an unprotected area where they are cannon fodder for the T's, who hold consistently superior positions from above. In order to make the map playable, the CT's need to be able to choose multiple routes to the building that will give the t's some incentive (like cs_assault) to actually hold and cover their position. Cs_twilinght, which is the other ancestor of this map strategy, does a nice job of spawning the CT's closer and giving you three or four initial route options. The time-to-conflict for both teams is quite good. While it would be more work, you could add a sewer/tunnel route from CT spawn that got you into the bottom floor of the building (like cs_estate), and another route that was protected along the left of CT spawn, and these options would change the game play to be more balanced. But as it is, I don't think the map has a lifespan. There is just nothing that the CT's can do once the T's have the initiative.
Posted by Razorub on Sat Feb 26th 2005 at 9:49pm
[Author]

This map is now 99% complete. I have released it to the public and we are currently running it on SG test server: 38.113.32.7:27015. Stop by and check it out if you have the time.

Note: On the outside west side of the building, there is a power switch the CTs can use to kill the interior lighting. Makes for some very intense night vision entry.

For more info and screenshots, visit http://www.razorub.net

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Posted by Razorub on Sat Feb 26th 2005 at 9:38pm
[Author]

This map is now 99% complete, and I have released it for public playing. We currently are running it on a 14 man test server: 38.113.32.7:27015. Stop by and check it out if u have the time.

For more info and screenshots visit: http://www.razorub.net

Note: On the outside west side of the building, there is a power switch to kill the interior lighting. Makes for some very intense night vision entry.

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Enjoy!
Posted by viper5k on Mon Jan 31st 2005 at 10:16am

1st and 2nd pictures good but your third picture looks ehhhhhh
Posted by Razorub on Sun Jan 16th 2005 at 2:29pm
[Author]

For now I just used the current textures. I intend to create custom russian textures for the signs and stuff.
Posted by Myrk- on Sat Jan 15th 2005 at 11:29am

I thought this was set in Russia? Why is all the writing in English? Also what is your actual theme? And objectives?
Posted by rs6 on Sat Jan 15th 2005 at 4:20am

Looks good. From looking at the screen shots, I don't see anything that needs to be fixed