cs_knifeedge by Liberal.Nyulism

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  • 1 rating
  • 15113 views
  • 1410 downloads
  • added Mon Nov 14th 2005
  • updated Mon Oct 27th 2025
  • more content for: Counter Strike Source

Map Description

Map Name: cs_knifeedge (beta 1e)

Author: Liberal.Nyulism

Release Date: November 14th

Number of Spawn Points: 64

Size: Medium (but simple routes that are easy to learn)

Screenshots:

The web site includes a number of thumbnails and screenshots: www.screamingneurons.com/ignorance/knifeedge.asp

Download:

http://www.screamingneurons.com/ignorance/knifeedge_files/cs_knifeedge_beta1e_files.zip

Bug Reports:

Please post bug reports on SteamPowered forums at or email them to [url=mailto:liberal_nyulism@hotmail.com]liberal_nyulism@hotmail.com.

Info:

INCLUDES
  • There are two hostage rescue zones, near each spawn.
  • There is only one hostage.
  • All necessary files in one bsp, so it's a file-copy-installation
  • .NAV file for bots.
  • The overview map, despite that it costs a meg to do it.
  • A number of new textures, and a lot of blended textures
  • New models for Weeds, Shrubbery and Sheep, and others
  • A new soundscape, with many new sounds
STORY

In the mountains of northern Afghanistan, is a small village of stone houses nestled up against the base of a mountain. It's early spring, and the snows that cover the mountains have started melting. The stream is still covered in a layer of ice, and just after dawn on this march morning, the air is cold and foggy. The sheep huddle together on the still barren fields, and the soft thunder of the waterfall can be heard from a distance. The village appears abandoned, and the area is quiet. But Terrorists live there, where they grow poppies, and make heroin for sale in the west, and they keep the village for use as a hideout and as a factory for their profits. Unfortunately, a spy has found the village, but he was caught, and is being held hostage in the center of the village. Now, Blackhawk helicopters have landed on the southern edge of town. The Terrorists know that a rescue mission has been launched.

STRATS

The approach routes are very carefully timed so that rushes result in conflicts in specific locations. And while the layout is deceptively simple, the number of strategies you can use is almost unlimited. In particular, how you split your teams will greatly affect the game play.

The map's layout is a cyclone model with both teams spaced equidistant from the hostages, and rushing to a center arena. The village is constructed so that the terrorists come in either straight or to the high side, and the CT's either straight and to the low side. Both can flank the other team within the village, or by the ground route around the village. You can get in and out of the buildings, and easily onto the roofs, and there are at least three different ways into the village center for each team. This layout creates the effect of the teams coming out of the woodwork in a central arena, if they both sprint to the center. The teams can also try to flank the low route outside the village, and the timing is set so that smokes, flashes, and snipers all play in that tactic.

Most of the routes that are interesting require you to break down a door or window, and this includes getting the hostages. The sound gives away your location.

The web site has a full list of the different strats that I used to plan the game play.

EASTER EGGS
  • There are two easter eggs on the map. One about myth and heroism where you can get a grenade, the other is an AK with one clip.
INSTALLATION
  • Copy the BSP file into you cstrike/maps directory
  • Start CS:S, select Create Server, and from the dropdown, select "cs_knifeedge_beta1a"
  • I recommend that you use seven bots (your processor will get eaten with more of them).
FPS
  • I'm getting 140+FPS near the edges of the map, 100FPS in the center, 90 in the good areas, and 70FPS in the slowest areas.
TECH SPECS

Build Time approximately 200 hours over six months.

Compile Time: 30 minutes/56 minutes

Triangle count: 32167

Optimized: 749 visible clusters (0.00%)

Total clusters visible: 148738

Average clusters visible: 247

Average clusters audible: 435

Overview: scale 11.00, pos_x -6623, pos_y 7109

OPEN ISSUES
  • bad window/shutter texture (normal map problem?)
  • one vis chimney problem
OTHER MAPS BY THE AUTHOR

de_ignorance - set in Iraq, and full of political commentary, it's a great map for strats and especially for playing against bots.

http://www.screamingneurons.com/ignorance

THANKS

I want to thank the people on the SteamPowered and VERC forums who made this map possible.

In particular: Nudel, Wolf, Zombie@Computer and of course, WiseMX.

Discussion

Posted by satchmo on Thu Nov 3rd 2005 at 7:47pm

I just love the attention you paid in establishing the background story for the map. It's not just a mindless setting that makes no logical sense at all. The description of the details really helps the map to come alive. I can tell that you've spent a lot of time planning and thinking about the theme. Kudos to you.

That said, the map looks a bit bright. I think you can make the lighting a bit more interesting. Just play around with light_environment and the color and angle of the light to see what effects you get. The architecture and the landscape is already there to make the map look stunning.
Posted by fishy on Thu Nov 3rd 2005 at 7:38pm

the link takes me to a speech about dragons, not a map.
Posted by Liberal.Nyulism on Thu Nov 3rd 2005 at 7:27pm
[Author]

Korn..

The textures look fine in-game, but your recommendation on making the well circular is perfect. I"ll do that. Thanks for the advice.

-LN
Posted by KoRnFlakes on Thu Nov 3rd 2005 at 7:20pm

the textures in the 3rd image seem rather repetative, something needs
doing to make it all the more interesting. wether it be adding ivy
growing up (thus leading to some plant life growing around this town)
or a change in some of the brick textures.

I'd suggest perhaps making that well (I think it's a well?) circular or somesuch, it breaks up the basic square geometry.