A dust-like map that was originally made for Counter-Strike.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.
Judging your screenshots its got alot of work put into it and seems to have a nice lay out also id like to say good effort on the dust2 look around the walls and etc looks very nice looking forward to testing it
edit: tested the map good design plan like I said not a problem with the map build but the texturing could use a bit of smoothing besides that nice map Tspawn could use a bit more decoration also.
ReNo said: <DIV class=quote>
<DIV class=quotetitle>? quoting MoneyShot</DIV>
<DIV class=quotetext>OH YIPPIE a NEW DUST LIKE MAP.. WOOT! We dont have enough of them!
Says the man currently building a CS1.6 remake :razz: </div></div>
Ahh yes.. but its not DUST! :razz:
Posted by French Toast on
Thu Jun 9th 2005 at 3:10am
But the light_environment angle and the color of the light don't fit the dusky sky at all. The direction and color of the light look more like mid-afternoon.
Change the color to pinkish-orange, and the angle and pitch to be more slanted and somewhat angled. The shadow is exactly orthogonal to the architecture. Make sure you vary that a bit.