de_garage_b1 by devil_monkey471

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Map Info

  • 0 ratings
  • 2569 views
  • 454 downloads
  • added Fri Aug 26th 2005
  • updated Sun Oct 26th 2025
  • more content for: Counter Strike Source

Map Description

Alright this is a tentatively title map set similar to cs_office and cs_twilight.

It's only called garage because I built the level on top of a pet-project of a car garage, and haven't thought of a better name yet.

Basically, it's defuse map in which the T's start off outside the building, and the CT's are already parked inside the garage. There is an office complex above the garage, in which is located one of the bombsites, the other of which is the CT spawn point.

There are a few issues I still have to deal with, such as:
  • Lighting/ceiling on first floor needs to be completed
  • Second floor needs decorating
  • Decals need to be applied at the very end
  • Bots suck at navigating (they only follow one route, unless you command them to follow you, and even then they suck at it)
  • There's a single missing texture on the edge of the map, beside the sky box. It was a signature texture, but I screwed up the process of incorporating it into the BSP so I just quit for now. Will be fixed in the next beta I assume.
It should be noted that the map file is actually "garage_b1", as the de_ prefix was accidentally left off. Since this is the first beta, I'm not going to bother correcting it, and will instead fix the error for the release of the next.

~~~***Extract to your Counterstrike Source/cstrike/ folder***~~~ A readme was forgotten in the zip file.

CHANGES COMPLETED SINCE CURRENT BETA
-Remodelled parts of the front yard.
-Removed unnecessary fence behind "skybridge" area.
-Fixed odd-looking lights in the projector room (the ones turned off)
-Centred ALL the lights on the second floor. Results are more realistic and professional; fixed small error with one of the lights
-Fixed some physics entities (falling pictures, moved vent cover under vent at beginning of underground area)
-Small skybox changes
-Added lighting on first floor... no longer disembodied light entities
-Touched up parts of the "side building", on both floors
-Started decorating second floor... it now has doors, more props; still incomplete
-First floor has more decals and props, looks much better. Changed a few walls to smooth out the look of things and add variety.

Discussion

Posted by devil_monkey471 on Fri Sep 9th 2005 at 3:54am
[Author]

Hey thanks! :smile:

Ideas are always welcome. I've compiled another beta, so perhaps I'll switch up the links and post new screens soon.

It still needs more variation out front, but I think the insides are much improved.

I'll take your ideas into consideration next time I boot up hammer.
Posted by Trapt on Thu Sep 8th 2005 at 7:12am

lol.

Judgin' by the screenshots, it looks pretty nice. I'll go through them one by one and tell you what I think.

Screen 1:
Looks pretty nice. Architecture seems quite good. Only a couple things which I think need work. The terrain is really flat, and it comes accross as pretty boring. The fence down the end looks fairly simple and boring too, it could do with some extra detail.

Screen 2:
Meh. It's alright, but the lighting is awfully boring and repetitive and the shot doesn't seem too interesting. Your architecture seems a little strange too. I've never quite seen anything similar to it in real life. Also, it could do with some.... stuff. It seems really empty and boring. Bomb sites should be interesting.

Screen 3:
Looks nice. Apart from the fact that it's filled with props. A little extra brushwork detail rather than relying on props would be good. Also, one side of the stairs has a fence, the other doesn't. It looks a bit odd. Perhaps the floor next to the stairs needs a little trim texture (like on the stairs themselves) or maybe you could fence it off like the other side. Apart from that, it looks great.

Screen 4:
Most obvious thing is the purple checkerboard. Somebody is missing a texture! :smile: What stands out to me is the lack of stuff. This time there isn't ENOUGH props, or anything to make the area interesting. As I said with screen 1, some terrain variation and fence detail would be good.... and add some props!

Screen 5:
Looks nice, I guess. Once again, you are relying on props for detail. I guess it doesn't matter too much though, since it's a nice clean office theme, and you haven't overloaded the place with props.

Overall, it seems pretty decent. It needs a little work to make it an excellent map, but it IS pretty good right now.
Posted by devil_monkey471 on Wed Sep 7th 2005 at 9:51pm
[Author]

Cool, thanks for he help guys O_o.
Posted by devil_monkey471 on Mon Sep 5th 2005 at 9:45pm
[Author]

Bump?

Still looking for advice on this.
Posted by devil_monkey471 on Wed Aug 31st 2005 at 2:39pm
[Author]

Ok, I think I'm pretty much ready to put up the new beta... should I
just do it now? Or do you think people should get more time to
point out mistakes with the version up here?

Thanks for your time guys.
Posted by MisterBister on Tue Aug 30th 2005 at 2:30pm

Looks really great for a first attempt, you should be proud of yourself..

My first map looked like... Erhm lets not talk about that, ok? =).

I would try to use more detailed textures if possible and try to make the lighting look a bit more interesting.

I would make the lighting look like dawn or night, simply because it is
alot more easier to create a cool atmosphere during that period of the
day.
Posted by Coestar on Sun Aug 28th 2005 at 3:37am

Looks pretty sweet buddy, keep up the good work. I agree with
some of the other comments... some of the lighting could be tweaked and
certain details adjusted, but honestly I can see that a lot of planning
went into this one. :smile:
Posted by devil_monkey471 on Sat Aug 27th 2005 at 1:35am
[Author]

Yeah, I spent the time planning the layout before I even started
mapping. I've got a few pages of graph paper with crude
blueprints, and I actually deleted the entire first and second floors a
while back and redid them because I felt it wasn't balanced.

Gameplay's definitely my main focus.
Posted by satchmo on Sat Aug 27th 2005 at 1:34am

Pretty darn good for a first try. I like the architecture and the layout--it looks great for facilitating gameplay. The outdoor and indoor areas are connected with windows, and that's perfect for good sniping. :smile:

You have lots of models, but some overlays would enhance the map even more.

Too bad that I don't play CS, otherwise I think I'll enjoy this map very much.
Posted by devil_monkey471 on Fri Aug 26th 2005 at 11:15pm
[Author]

Alright, I think I've taken care of most things, except for maybe a
sign out front. I'll look into the underground ceiling, maybe I
can spice things up. If you're going off just the screens,
there's actually more to it that a flat plane, but I can mix it up even
more :biggrin: .

Please check the map page itself to see the list of changes I've incorporated already.