cs_harvest by R_Yell

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Map Info

  • 0 ratings
  • 5143 views
  • 672 downloads
  • added Wed Nov 30th 2005
  • updated Sun Oct 26th 2025
  • more content for: Counter Strike Source

Map Description

Thx to all people that contributed with their comments and suggestions. Hope you like it.

CS_Harvest tries to represent a natural huge outdoor place without loosing CS classical gameplay. A lot of custom materials, textures and models are included. There is linux data also, but it takes a lot of space (about half of bsp).

A custom navigation file for bots (made from scratch) takes adventage of cs_harvest complex terrain.

Discussion

Posted by DrGlass on Sat May 7th 2005 at 1:30am

still looking quite flat and limited cover.

good displacment work tho
Posted by Addicted to Morphine on Fri May 6th 2005 at 11:03pm

Looks great!
Posted by R_Yell on Fri May 6th 2005 at 9:36pm
[Author]

a few pics with bots:

User posted image

User posted image

User posted image

User posted image

User posted image
Posted by R_Yell on Fri May 6th 2005 at 5:47pm
[Author]

I created the .nav for the final version and this could be a problem:
12MB size! Load times are too high and bots performance it's not quite
good. May be it should be handmade (simplified). Luck I know how to
made it, at leats I hope :biggrin:
Posted by DrGlass on Thu May 5th 2005 at 9:42pm

If you've paid to use that model, yes (I assume you need to buy
it, judging from the site? And dear me, there's a worrying number of
fully skinned naked female models there, some people need lives :lol: )
I only found one nude model, the rest of the stuff was really nice looking. Lep what are you talking about?
Posted by Leperous on Thu May 5th 2005 at 7:47pm

If you've paid to use that model, yes (I assume you need to buy it, judging from the site? And dear me, there's a worrying number of fully skinned naked female models there, some people need lives :lol: )
Posted by R_Yell on Thu May 5th 2005 at 7:43pm
[Author]

Sorry for the pics, I'll delete them because now can't fix.

About tactical gameplay, see this satellite pic XD

User posted image

I pointed the main routes. There a basic rule, you can choose from 2
paths all the way to objetive. Encounter areas are marked in yellow
(aproximate). It's simple but works very well in my test.
Posted by Addicted to Morphine on Thu May 5th 2005 at 6:36pm

This map is really looking phenomenal. The shot of the cliffs
especially caught my attention. I look forward to seeing how the
map plays.
Posted by Orpheus on Thu May 5th 2005 at 6:33pm

Orpheus said:
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>The screens are larger than the map :razz:

Read this

Then this
</div></div>

I genuinely appreciate the thumbs, but you still need to work on your file sizes.

<100k is always preferable.. 150k is absolute upper limit..

screen content looks very nice.
Posted by R_Yell on Thu May 5th 2005 at 6:04pm
[Author]

It could be released next week, I think. I 'm fixing details, hate that part :sad: , but main work it's almost done.

I did some work with rock displacements. Added some overlays (second rock type and moss)

Normalmapped logo

Water highlight was fixed, but I had to choose a very cheap one because performance.

And I have a important question. Could be illegal adding this model?:

User posted image

http://www.deespona.com/3denciclopedia/models/harvest.html