de_747 BETA by Captain Terror

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Map Info

  • 0 ratings
  • 11873 views
  • 1024 downloads
  • added Sun Mar 11th 2012
  • updated Sun Oct 26th 2025
  • more content for: Counter Strike Source

Map Description

DE_747 - CS:S Bomb Defusal map for Competiton 32, Re-Invent a CS Classic.

More Images

Objective
CTs must try to save TWHL Flight 32 and the adjacent fuel depot from destruction!

Credits
Everything is Valve afaik, besides a handful of textures.

THANKS
TWHL
Cfoust, for Propper and good support in forums.
The Mighty Atom, for HLLP and some help beta testing.
Archie, for always answering my questions.

)

Notes
Most doors and windows on the plane and terminal are breakable.

Originally, this was supposed to be a hostage rescue map, but i had a really hard time getting the hosties to follow me through the plane. SO i took up a TWHL member's suggestion to make it a bomb defusal map, instead of trying to figure out the navigation mesh.

The plane is more or less a complete 747-400, with some obvious liberties taken like the air stairs in the back and some other things. All the seats and galleys are placed right where they would be on the real plane. (I DID take out a few rows of seats here and there, to allow better player movility)

This is not the newest version of the map(i probably have at least 6-7 "imporved" revisons), but this was the last one I was able to compile with playable fps, despite all my efforts at optimization.

I will do my best to release a newer version with the updates and playbable fps, but compiling is quite cagey at this stage, and i'm not promising anything. This will probably be my last cs:s map now that cs:go is coming out.

Discussion

Posted by G4MER on Mon Mar 19th 2012 at 7:02pm

Another thing you can do is tie a group of brushes into a func_detail.

Here is some info on Displacements.

https://developer.valvesoftware.com/wiki/Displacement
Posted by Captain Terror on Mon Mar 19th 2012 at 8:58am
[Author]

Well thank you omegaslayer! =)

I will certainly try giving that a shot, though it may take me an extra-long while since, i'm a complete nub at displacements.
Posted by omegaslayer on Mon Mar 19th 2012 at 12:28am

Something that occurred to me is that you can turn a lot of those brushes on the plane curved surface into a single displacement surface. Displacements are a lot more efficient to render than brushes. It'll take a lot of work, but you can reduce the number of brushes in your map.
Posted by Wild Card on Sun Mar 18th 2012 at 2:29pm

I cant remember exactly what my lowest FPS was but I dont think it dipped below maybe 70-90ish.

We'll have to talk because I really wanna see this map finished :) ;)
Posted by Captain Terror on Sun Mar 18th 2012 at 7:05am
[Author]

WC i agree with most of your comments, but keep in mind many of the inconsistencies with the map were fixed in later versions, but those later versions were scrapped with uplayable fps, and i failed to apply those changes to the older, released version (if that makes sense!)

All the doors break for me, from either t or ct side, so i don't know what you mean.

You're telling me the plane is too small, well there is no way i would ever make it bigger as it is a bad enough fps lag as it is, and if anything i would make it smaller.

I don't understand what you mean that there are no galleys, there are galleys between every section of seats, though i acknowledge they are woefully underdetailed.

All the vents break for me and are accessible except the double vent in the aft of the plain. (it acutally is accessible if you unload all your ammo on it, as the health is 2 or 3000 i think. (this is one of those things that was sorted in a newer version and never transfered to this earlier one)

I realize there is no airstairs on any 747, and i already mentioned this i'm pretty sure. Originally i was going to start the t's in a catering truck, but i chose the airstairs because it was faster to complete for the competition deadline.

I very much appreciate your in-depth comments WC, and most of them will be addresssed if there is ever a version 2 of the map, but there probalby won't be since i have not been able to produce a single version since this one with playable fps. (speaking of, how was your fps performance in the game?)
Posted by G4MER on Sat Mar 17th 2012 at 7:02pm

Wild card, this is not real life, its imagination. Not everything has to be exactly like real life. He has artistic lic. to do what he likes. You get the feel and idea that this is a plane. CSS Gamers really don't care for pretty and or detail I have found.. they are more into how it plays and the ease of it.

Other than the reality comments I think you did a lot to help this level designer get out a better map.
Posted by Wild Card on Sat Mar 17th 2012 at 5:53pm

Played through the map a bit and this is what I've noticed:

1) Some of your perimeter fences dont appear to fully join up (maybe thats by design?)

2) Some of your chair models disappear when you bump into them (in the FBO office for instance)

3) Shooting doors is a tad bit annoying. The airstair doors for some reason didnt break for me from the CT side, and only the right door (T side, or left door CT side) broke.

4) The textures in the terminal and the aircraft are all dark and gloomy, something that in the real world is different. Its always off-white colours and blue or another colour of material for the seats

5) The forward first class cabin area should have a flat wall with a TV rather than just the hollow dome. In reality, radar equipment is in the nose.

6) The tunnels are a tad too long given the short time of the map

7) I'd get rid of the tanker depot and focus the map on the airplane. In reality, a fuel depot wouldnt be nearby, nor would it be so small. What you could do is transform the fuel depot into a refuelling tanker parked just behind the right wing with fuel lines attached to the aircraft?

8) It seems the windows in the terminals cant be broken? And the windows in the plane and the grates in the tunnels cant be shot through?

9) Your loud airplane sound is a tad annoying. It starts off too abruptly, and theres no visual aspect to go along with it. But its better than no sound, this is an airport after all.

10) The APU's sound isnt very loud, I'd make it a tad bit louder, and have the sound distance much larger. I dont know about a 747, but in a lot of the smaller planes, you can almost hear the APU in the entire plane.

11) your vents on top of the main cabin have grates at the far end that make breaking sounds, but dont appear to actually break.

12) your vents all make wood breaking sound and not metal

13) I'd make this plane a combi. And get rid of the rear ramp (no 747 has that AFAIK). A rear main level cargo door with a loading truck would do nicely with the combi though. And the combi aspect would change up the firefighting.

14) Where's the galley? You need at least one galley, something that could link the main level with the lower level, and even better to also link with the upper level and the above ceiling of the main cabin

15) For a 747 it feels pretty small :P Could be a bit longer, and a bit wider too.

16) I like that the gates have airstairs as well as links to the terminal

17) Im tired, I havent slept in 36 hours. Good night.
Posted by Captain Terror on Fri Mar 16th 2012 at 7:45pm
[Author]

Yeah, it turns out Hammer includes your stuff hidden in visgroups in that count, so I actually have only 6000 brushes in my map ;)
Posted by Captain Terror on Fri Mar 16th 2012 at 6:04pm
[Author]

yeah I'm not sure, ill post a screen cap after this compile finishes.
Posted by Wild Card on Fri Mar 16th 2012 at 5:53pm

Yea, solids are your brushes. 16,800?? Im not sure how it counts those, but I though the hard limit of 8192 was for solids.

For instance, the show info on my Titanic is:

Solids: 8500
Faces: 53,650
Point Entities: 21
Solid Entities: 161
Unique Textures: 26
Texture Memory: 11.49 MB