de_747 BETA by Captain Terror

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Map Info

  • 0 ratings
  • 11950 views
  • 1036 downloads
  • added Sun Mar 11th 2012
  • updated Sat Dec 13th 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 Captain Terror on Fri Mar 16th 2012 at 5:50pm
[Author]

ya idk, i tried show information, and it says like 16,800 "solids", so idk that probably includes tools textures too? So by solids it means brushes?
Posted by Wild Card on Fri Mar 16th 2012 at 4:44pm

In VHE you can check in Map -> Show Information

You can also highlight your entire airplane and get a more-or-less accurate count (excluding models and groupings)

I'll have to load up the map when I get home and take a look at it.
Posted by Captain Terror on Fri Mar 16th 2012 at 4:33pm
[Author]

lol i said my seats are very blocky like 1.6, not that this is a 1.6 map ;)

I have not tried compiling without rain, but i will now. I'm also wondering about having too many ambient_genereics and blinking lights, but i didn't see anything under +showbudget.(it's mostly all "unnacounted")

I don't know how many brushes there are in the map, but is there an easy way to check using hammer? (i'd check right now but i'm compiling).

I think i DID find an fps breakthough finally though that i'm currently testing, and that is just upping the texture scale on certain things can possibly make a BIG differnece in performance. (kicking myself i didn't try this sooner!)
Posted by Wild Card on Fri Mar 16th 2012 at 3:13pm

How many brushes in your plane? In the terminal?

If you want, you could remove some exterior areas (such as many your tunnels?) if you focus on the plane more. Make the Ts spawn all over the aircraft as opposed to just at the tail.

Is there a performance difference (improvement) if you ditch the rain?

You mentioned this is in CS 1.6. What if you make this in source? (Why did you make it in 1.6?)
Posted by Captain Terror on Fri Mar 16th 2012 at 5:25am
[Author]

Captain Terror said:
All very perceptive and correct points WC, and even more impressive you got all that from the screen shots ;)

Liberties i took with certain things (like the landing lights and airstarirs) were done on purpose, but some things you mentioned like the nose of the plane being too long was totally accidental, and was a product of how i modeled the plane. (where the black textured nose starts at the fuselage should really be the End of the nose, if that makes sense). Again very percptive! =)

There is in fact an apu sound by at the tail of the plane but i definitely need to add some visual distortion in the form of a sprte or something to complete the illusion.

Your are also correct in noticing the terminal is undersiZed proportionally in terms of height and very under developed. The terminal is supposed to have beeen designed in the 50s and under a transitional construction while a new terminal is being finished(in the 3dskybox). None of the construction elements were ever built becasue i ran out of resources very quickly, mostly due to the plane ;)

And finally i would LOVE to add a pushback, more containers and carts, tugs, lav trucks etc(especially to add cover to the map), but first i have to sort the dwindling fps in my map. I've did 20 compiles (at least) since this release, and everyone has poorer fps despite me proppering things optimizing every way i know how.

SO, i think to be able to add a lot of the things i really want to, I will have to find a way to make less expensive models/brushwork/displacements, or try some new way of optimizing to make some more room ;)
Posted by Captain Terror on Fri Mar 16th 2012 at 5:23am
[Author]

All very perceptive and correct points WC, and even more impressive you got all that from the screen shots ;)

Liberties i took with certain things (like the landing lights and airstarirs) were done on purpose, but some things you mentioned like the nose of the plane being too long was totally accidental, and was a product of how i modeled the plane. (where the black textured nose starts at the fuselage should really be the End of the nose, if that makes sense). Again very percptive! =)

There is in fact an apu sound by at the tail of the plane but i definitely need to add some visual distortion in the form of a sprte or something to complete the illusion.

Your are also correct in noticing the terminal is undersiZed proportionally in terms of height and very under developed. The terminal is supposed to have beeen designed in the 50s and under a transitional construction while a new terminal is being finished(in the 3dskybox). None of the construction elements were ever built becasue i ran out of resources very quickly, mostly due to the plane ;)

And finally i would LOVE to add a pushback, more containers and carts, tugs, lav trucks etc(especially to add cover to the map), but first i have to sort the dwindling fps in my map. I've did 20 compiles (at least) since this release, and everyone has poorer fps despite me proppering things optimizing every way i know how.

SO, i think to be able to add a lot of the normal support equipemtn and accoutrements, i will need to eliminate some other parts of the map, or i have to find a way to make less expensive models/brushwork/displacements to make more room. ;)
Posted by Wild Card on Fri Mar 16th 2012 at 1:12am

Looking at all your pics.. lotsa duplicates it seems :P But I do like # 67 a lot. How many brushes are in the plane?

A few points about the plane:
  • unless Im mistaken, but 747s do not have landing lights on the wing tip leading edges like yours has
  • landing lights wouldnt be turned on while the airplane is at the gate
  • the APU (Auxiliary Power Unit), a small turbine at the tail of the plane, would be running to provide power while the engines are off. You could add a sound effect there (assuming you didnt do this) and maybe some trail heat exhaust
  • your choice of interior textures in the plane and terminal is a little cold and not very inviting. Your 747 looks more like a military transport
  • the top of the nose, and the cockpit, arnt in the shape of a typical 747, the angle is too shallow
  • you should probably add some ground equipment: a tug, pylons around the engines, a few luggage carts.
  • the terminal building's main level should probably be raised a bit.
If you really wanted to be fancy and sneaky, you could add an entrance into the lower level galley via one of the main landing gear wheel wells.
Posted by Captain Terror on Thu Mar 15th 2012 at 4:16pm
[Author]

Ha neat WC, i never knew that model existed! That's kinda the way the back of the plane is now anyway though, since i omitted the last section of seats and galleys, and just left bathrooms back there. A VERY cool idea to put cargo back there though, i think i just might ;)

There are a couple images of the interior if you click on "More Images" right underneath the pic thumbnails.
Posted by Wild Card on Thu Mar 15th 2012 at 2:12pm

I havent played the map, and there's no in-plane screenshots.. but whats the layout inside? You mentioned you based on a 747-400 series. I dont know if this would help performance, but what if you made the plane a 400 combi model? With the cargo space on the rear of the main deck as well as the lower deck:
User posted image
You could also take liberties in the division between classes to help block visibility (rather than just use curtains maybe introduce a bend, or something)

The cargo area at the rear will have a lot less brush work than the cabin area.
Posted by Captain Terror on Thu Mar 15th 2012 at 3:26am
[Author]

Thank you for the comments sir, i agree on all points!

-The tunnels were a quick, last ditch effort to give the layout more dimension. I was gonna make some manhole covers by the t's, but i wanted to force them on the plane for cover. I think i'll take your advice and add more exits by the plane, or i may just get rid of them all together.

-The cockpit was done really quick before the end of the competiton deadline. I had to make some liberties in terms of scale and proportion to make the map area more playable, but i'm sure i could move the upper deck floor up a little to make the cockpit more realistic. (did you notice you can shoot the window and walk out? i wanted to keep that aspect of gameplay from the origianl ;))

Seats: i've played around with many different methods, but i seem to get the better fps with them as func_details rather than prop statics or func_lod, and i agree they are VERY 1.6 blocky. If you have any further optimzation ideas, please share, as i'm not moving forward on this unless i can do it with playable fps. (how was your fps btw?)

Really, really appreciate the comments and the playthough sir, I'll do my best to impress you with the next version! =)