de_process by Sphynxis

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Map Info

  • 0 ratings
  • 1494 views
  • 426 downloads
  • added Mon Aug 1st 2005
  • updated Sun Oct 26th 2025
  • more content for: Counter Strike Source

Map Description

This is my first ever map. It's based in a light, industrial area at sunset. The map promotes fast gameplay and advanced tactics.

Discussion

Posted by Sphynxis on Sat Aug 6th 2005 at 2:32pm
[Author]

Thanks for the feedback man, thats a great help. I'm a little busy now but I'll fix it all when I get chance.
Posted by DrGlass on Sat Aug 6th 2005 at 12:45pm

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I agree about the 3d skybox. You dont need much just a few things that seem far away and outside.

You also need to clip some areas to limit player movement. I can
see alot of places that some crafty jumpers could use to get out of the
map or go somewhere they shouldn't. There are already alot of
places to get shot from you dont need any more.

Overall the map looks great, well lit, good texture work. Its quite small but I just like big maps.

First problem is this:

User posted image

Find those models and turn collision to none.

User posted image

Make each of those windows their own entity. I shoot one and they both break.

User posted image

missing texutre, I have 0 custome texuters for my CS:S so you must have
used one that didn't come with the game. You need to change the
texture or include it with your map.

This seems like a personal problem but while I played I got great FPS
(though I do have a super fast computer now) but it was stuttering and
stuff so I checked +showbudget and found this.

User posted image

-400 fps, and it was jumping up and down. Also random processes
were shooting up to max (as you can see by the tab they left behind on
the graph). I think it happens on some other maps, but I didn't
notice that problem on any offical maps.
Posted by Sphynxis on Wed Aug 3rd 2005 at 9:21pm
[Author]

Visually what I think could give your map the biggest boost is a
3d skybox. Right now it kind of has that "i'm in a box" feel since
there is nothing outside of the walls to break up the skyline. There
doesn't seem to be a reason that this little patch of the world has a
wall around it, since you don't see too many heavily fortified walls in
the middle of the prairie :smile:
I totally agree, but I had real difficulty thinking of a "real" theme
for the map so I just used this induistrial kind of mish-mash theme. I
would like to add a skybox, but as I've said before, this is my first
map and I havn't quite got my head round things like skyboxes and
sounds etc yet.
Posted by Pureferret on Wed Aug 3rd 2005 at 2:31pm

Wow this looks cool.... I don't usually play CS but I will give it a try!
Posted by im.thatoneguy on Wed Aug 3rd 2005 at 12:05am

Visually what I think could give your map the biggest boost is a 3d skybox. Right now it kind of has that "i'm in a box" feel since there is nothing outside of the walls to break up the skyline. There doesn't seem to be a reason that this little patch of the world has a wall around it, since you don't see too many heavily fortified walls in the middle of the prairie :smile:

I really like the lighting, although I agree it could use a bit more contrast.
Posted by ReNo on Tue Aug 2nd 2005 at 11:11pm

Its on by default in source if you use a light_environment - it now has
an "ambient" property to specify ambient lighting rather than having to
use the compile tools to do it.
Posted by Myrk- on Tue Aug 2nd 2005 at 10:03pm

I've never used an ambient brightness ever, and most likely never will.
Posted by DrGlass on Tue Aug 2nd 2005 at 3:23am

I d/l the map, I'll try and give it a run through and review... I'm busy now but we will see.
Posted by Sphynxis on Mon Aug 1st 2005 at 2:18pm
[Author]

Cheers, thanks for the tips.

I've uploaded the new version and I feel its getting closer to being completed.

The map will also be on this: 85.13.203.210:27035 server in about 1 hours time, everyone is welcome to come try it out.
Posted by ReNo on Mon Aug 1st 2005 at 1:37pm

Sometimes differences like that don't seem to make much in the way of
change. I'd personally use something like 10 or 5 as the ambient
brightness, and rely on direct sunlight and any other light fixtures to
keep up the brightness. If you lower the ambient light level you may
want to brighten the direct lighting in order to compensate. I really
think that starker contrasts between the bright and shadowed areas will
make things that much more spiffy :smile: