de_ignorance (final) by Liberal.Nyulism

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  • added Thu May 5th 2005
  • updated Mon Oct 27th 2025
  • more content for: Counter Strike Source

Map Description

Map Name: de_ignorance (release candidate 2 -final)
Release Date: 5/5/2005
Spawn Points: 64
Linux Data: Yes
Map Size: Approximately Italy/Dust + 20%
Theme: Dust
Info: www.screamingneurons.com/ignorance/default.asp
Screenshot(s): (see them on the web site)

This map is set in Iraq, in the old quarter of a sprawling city. It uses ideas from a number of the popular maps: cs_italy, (the apartment route) cs_militia (the tunnel route), de_inferno (gamble on which route the T's have taken and try to recover from mistakes), and it's largely based upon de_dust's traffic pattern (rush to center conflict area, and an underground tunnel), but with extensive additions.

I wanted a vehicle for my economic, social and political commentary, and a map rich enough in play value to hold their attention for a long time. Experienced players will be able to play this, and invest in getting good at the map with little effort. Newbs can take a cautious approach and still survive if they're careful.

The map is very fun to play. It is a large space, and that tends to make the game something other than a twitch festival. You have to do some thinking, or estimating of your opponents. Careful feinting will allow you to dominate your opponents. There are too many routes to cover cheaply, but many shortcuts to recover from bad guesses. The strategy uses a half-circle pattern with each route taking longer. Shortest is direct to the temple. The longest route is a hail-mary through the sewers that comes up behind the church at bombsite B, that forces the CT's to either waste a man and camp the position, or rush back to the area once they don't find the bomb - a weak T-team can regain the initiative by working together ratther than by just having better reflexes.

The apartments are a high-conflict area for grenades and close combat, but whomever holds the apartments has an advantage covering the routes to the temple bomb site. The bridge and the alley effectively turn the map into a figure-8, and opponents can come from just about everywhere at once. Smoke makes it worse and bodies end up everywhere. The Church is an attempt to recreate the B-site from de_mansion, with multiple exits and multiple levels and is very difficult to either take or secure. The strategy is to rush the temple, the A-site, listening for the T's on the way, then returning to the spawn, which is the B-site before the T's can hold the church. Extricating T's who are spawn camping is one of th best parts of the map. There is a single ak47 in a crate in the sewers in the dark, to make the first round or two a little more interesting. The sewer system runs the length of the map, is the longest route, and gives access to the underground ramp, teh top of the ramp, and the rear of the church, making it a close quarters battle area that Newbs will probably enjoy.

I have spent countless hours playing it. Timing routes. Editing bot navigation. Tuning it. It's a good map. You have to decide if it's a great map. But I think I succeeded. It PLAYS well. With bots. With others. I hope you enjoy it.

Thanks

Discussion

Posted by Liberal.Nyulism on Thu May 5th 2005 at 8:05pm
[Author]

Map Name: de_ignorance (release candidate 2)
Release Date: 5/5/2005
Spawn Points: 64
Linux Data: Yes
Map Size: Approximately Italy/Dust + 20%
Theme: Dust
Info: www.screamingneurons.com/ignorance/default.asp

This map is ready in it's final form.

Thanks for all the help from everyone. It should be one of the best custom maps out there to play.

-LN
Posted by Gwil on Thu Mar 10th 2005 at 1:46pm

Whatever it was, I don't think anyone of us or Liberal wishes to
continue hammering out the debate, so let's try and get back on course
with the map :smile:
Posted by Orpheus on Thu Mar 10th 2005 at 12:39pm

so maybe my comment was a bit to encompassing.. my limited experience with CS forums has been dreary..

perhaps, i should have said "visit a cs forum more befitting your expectations" that way he can chose his own idea of maturity to endure.
Posted by ReNo on Thu Mar 10th 2005 at 12:36pm

No offence orph, but its a bit off to say HL2DM mapping is more
"mature" than CS mapping. Fair enough, due to its insane popularity
there are a great deal of excitable newcomers and so on that map for
CS, but there are also plenty of great mappers who specialise in CS.
Mapcore for example, has probably more focus on CS than DM, and its not
a community I would call immature given that a large number of the
regulars are professionals.

However, like you, I'm utterly baffled at what rude post Liberal was retorting to.
Posted by Orpheus on Thu Mar 10th 2005 at 12:15pm

although most of this thread was uninformative before, i cannot clearly define where it went wrong. hence i am confused for the authors complaint.

anyone who has been here more than 2 hours can ascertain that this is not a CS based forum, and as such tends to lean heavily toward the more mature mapping adventures such as HLDM.

at the end of the day however, i concur 100% with leps reply. this is a hobby and anyone whom cannot see it as such will have a very poor experience while staying at our dear site.

my suggestion for what its worth. you have 3 choices.

1) map HLDM and fit in a bit better.
2) continue mapping CS and accept the tid-bits you receive.
3) move to the less mature sites whom specialize in CS minded individuals.
Posted by Liberal.Nyulism on Thu Mar 10th 2005 at 2:31am
[Author]

Posted by Cassius on Thu Mar 10th 2005 at 2:02am

When exactly did this turn into the Suggestions forum?

In regards to the map: the usage of dust textures is generally frowned upon, though it's not so terrible a thing in CS:S as it was in CS. I recognize that you apparently place value on the map's setting, but perhaps mixing in some Havana textures with your Dust ones would be in order (and maybe would help the map to look realistic).

I would give more comments except I don't have time to play it at the moment, and, unless my eyes are somehow failing me, it would appear that you've blurred parts of your screenshots (if this is simply the result of optimization, ignore me).

I must be honest: I typically refrain from giving comments on the works of rude members - and you are certainly showing yourself to be one - but I think this situation can be resolved with some understanding. The Snarkpit is an incredibly useful tool if you just go with its flow, taking from it what good points you can and ignoring its "darker side." Trust me, I wrote the book on arrogance, as people here will be quick to tell you, but in this situation it'll do no good for you to just start spouting your philosophies and broad opinions - especially since, as far as I can tell, nothing outside of your own free will prompted you to do so.

Be cool.
Posted by Agent Smith on Thu Mar 10th 2005 at 1:33am

I returned an insult in response to insulting sarcasm, perhaps
it was too subtle or complex, and the meaning lost or missed. But bad
manners need repercussions. It's just one's moral duty to society...
Arrogance is a useful trait at times.
Well I gotta hand it to you, you certainly have arrogance in spades.
Posted by ReNo on Wed Mar 9th 2005 at 11:08pm

I'm really not 100% on what you are asking about the overlay issue. All
I can suggest is you take a look at my tutorial on the topic, and
hopefully it will shed some light on how they work.
Posted by Liberal.Nyulism on Wed Mar 9th 2005 at 10:59pm
[Author]

Reno;

I understand. I'll make another attempt at the displacements. I think, the first few times you make them, in the editor, it's hard to judge what you're doing, and too easy to overdo it, rather than use them for subtlety.

Well, I did overscale a few of the textures in order to avoid cutting brushes, or to make up for textures without A,B and C variants. But it sounds like I cant get away with it if you noticed it.

I keep having problems with overstretching or shrinking the overlays, which need to fit into certain spaces. Do you know if there is a way to scale the texture on an overlay, so that you can fill a space with the overlay, then scale the texture to fit the space?

Thank you very much for your comments.