cs_harvest by R_Yell

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Map Info

  • 0 ratings
  • 5146 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 Addicted to Morphine on Tue Apr 26th 2005 at 2:49am

This might be the most ominous map I think I've ver seen :shocked:
Ominous? I'm going to go with cassius. This map is really
serene. It almost makes me want to be a cow so I can graze
around...
Posted by G.Ballblue on Mon Apr 25th 2005 at 11:22pm

This might be the most ominous map I think I've ver seen :shocked:
Posted by Cassius on Mon Apr 25th 2005 at 11:09pm

I second most of the comments put forth in this thread, but man, I have to say, I love the general theme/look of this one. It's so serene.

Maybe I'm just a sucker for terrain maps.
Posted by Addicted to Morphine on Mon Apr 25th 2005 at 10:42pm

I haven't played your map but if you somehow added a route to the
hostages that caters specifically to close quarter combat then this
could balance out the openness. If the only way to the hostages
is easily covered by a sniper with an AWM, then this map might not be
too fun. But then again, I feel like de_aztec caters to snipers
and it is insanely popular.
Posted by G4MER on Mon Apr 25th 2005 at 10:13pm

I like it, it looks very nice. Now the problems..

This map would be an AWP fest. Its way to open for a CS:S map.

Most CS:S players would not play this map. :confused:
Posted by R_Yell on Fri Apr 22nd 2005 at 9:24am
[Author]

Did you insert each plant |one by one| into the map ?! O.o
Oh no :biggrin: I used custom detail vegetation definitions applied to custom
blended materials. In the case of corn plants they are "planted" by
hand (copy special in fact) because those are not detail veg.
Im just worried about cover (gameplay). To me this is a sniper map (which is fine).
Yes, I aware of this, don't want to make a sniper map. But the gameplay
is different what you think, the barn is the rescue zone and CTs had
the adventage to control it (they get there soon than Ts). Ts must
defend the house, there are 3 ways to go there. Center route is where
barn is placed. The other 2 routes are sorrounding. I'm planning to
make 3 different aproachs, the first route will be "awp like", the
center route will have some mix shorter/mid distances, and the last one
(the corn field and such) will be a "pistol/short guns"
route.
Posted by omegaslayer on Thu Apr 21st 2005 at 3:37pm

IMO the map looks good right now. What I like is your using custom models. Im just worried about cover (gameplay). To me this is a sniper map (which is fine). But it looks to me like a Terrorist could buy an AWP or scout (camp in the barn) and reign head shot after head shot on the CTs. Maybe provide more vegitation for a ct to sneak up on the barn, or a network of hills/trenches that the CT can hide in.
Posted by Dark|Killer on Thu Apr 21st 2005 at 3:12pm

Did you insert each plant |one by one| into the map ?! O.o
Posted by R_Yell on Thu Apr 21st 2005 at 3:08pm
[Author]

well, I think this is the same process, but far cry uses something
called geometry instancing to clone those sprites in the video card
(without CPU intervention), I hope Valve implements it in a near future.
Posted by Joss on Wed Apr 20th 2005 at 11:52pm

Hmm. That's too bad; I thought it would handle it like the
CryEngine, using a base model and then use clones of that to process an
entire field of vegetation.

Oh well.