de_747 BETA by Captain Terror

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Map Info

  • 0 ratings
  • 11874 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 Tue Mar 13th 2012 at 9:59pm

I downloaded this and tested it out.

It is really open, and basic. Great idea, but needs some major upgrades and work. Why did you make all the doors breakables instead of doors? The tunnel under the plane really has no use other than to snake around to the same point.. maybe make 2 separate exits near the plane. The sky box around the map is really well done. The planes taking off is a nice touch.

You did a really nice job on the plane its self, but the airport needs work. You also did not make an overview for the map..

You could add cover on the air field in the way of a fueling truck, and a baggage car with trailers of luggage. Orange and white barrels and maybe some repair work on the tarmac. The underside could also use some work and pipes and steam to break the long empty halls. Also mark the bomb sites I think A had something but I don't recall seeing it on B. The Plane interior could also be upgraded with model seats and the cockpit is cool but is way outta scale. How do the pilots see out the window?

Needs lots of work and fixes, but it is a great idea, and your well on your way to getting a great map out to the community.
Posted by Riven on Tue Mar 13th 2012 at 4:02pm

Hey, pretty cool cross-over job. I'll have to play and rate this one when I get the chance. Looks like there is a lot to see!

Thanks for sending it our way.
Posted by sMeLLyCaT on Tue Mar 13th 2012 at 12:36pm

It's not so much to see how it effects performance as it's pretty much a given that it'll just make the map unplayable if your PC spec isn't up to it. It's more about creating clean looking images that showcase the map and your work a bit better.

Good luck with the areaportals, I hope it will make a noticeable improvement on FPS. :)
Posted by Captain Terror on Mon Mar 12th 2012 at 11:46pm
[Author]

Thank you smellycat! i will try to up my gfx settings and see how it affects performance. Also, i scaled the entire floor to 1.0 for performance reasons, yet i will try scaling it down to .5 or something and test how that too effects performance!

Areaportals are definiteley on my list of stuff to try as well. Also scheduled on the optimization list are propper_lod, changing brushwork to displacements, and using env_fogcontroller to limit the "maxviewable" distance of the entire map.

Thanks again for the comments! =)
Posted by sMeLLyCaT on Mon Mar 12th 2012 at 8:25pm

It's not the tutorial I remember, however it's what I was looking for. Apologies if you already know all this stuff but it might be some use I hope.
"http://www.steamgamers.com/forum/tutorials-instructions/26872-optimizing-guide-could-usefull-take-look.html" said:
Func_areaportalwindow

The func_areaportalwindow differs from the func_areaportal in two ways:

It has no in- or outputs
It opens or closes depending on what distance the player is at
It is clientside, meaning that it can be open for player 1, while being closed for player 2.
Wow, what was that second one? Opens or closes depending on the distance? Yes. Aren't you excited now? You should be. These areaportals have two properties, the "Fade start distance" and the "Fade end distance". The idea is that when you are far from a window you can't really see through it, so the window brush is visible only. But, as you come closer, the window brush becomes more and more translucent untill it is completely see-through. This areaportal is closed when the window-brush is visible, and as soon as the window-brush becomes more translucent (as the player moves from out of the "Fade end distance" to the "Fade start distance" ) the areaportalwindow opens and the 'outside' is rendered.

...

full description on webpage
Posted by sMeLLyCaT on Mon Mar 12th 2012 at 8:00pm

I was always a big fan of cs_747 so I don't know why it never made it to CS:S.

As I'm writing on my laptop and wont be at a computer for some time to actually view the map in-game all I can take things from is via screenshots. To me it looks like your GFX are turned right down to boost your FPS as high as possible (which most of us do to play) but they make for really poor looking screenshots. May I suggest creating some high quality shots with your in-game (and GFX card) settings turned way up - although it has been many years since I've loaded CS:S and the engine may just be more dated than I remember...

Are you familiar with VIS blocking? I only map for GoldSRC but I imagine if you change the concrete blocks to models then VIS draws everything behind them increasing your FPS, models are best for complex geometry. Also - can you see inside the windows from any distance? You might be far better off making the windows non-breakable and (I think) in source you can make windows opaque at a certain distance (some Level of detail functions or something) which should dramatically improve your FPS outdoors if it stops drawing inside all at once...

I can try to find out where I saw the tutorial on this if you're interested.

Further comments will have to wait till I get home. But good luck optimising. :)
Posted by Captain Terror on Mon Mar 12th 2012 at 2:48am
[Author]

oh if it were up to me much more stuff would be models, but then you take more of an fps hit compared to func_details or world geometry, E.g., if i change the concrete wall brushes on the left of the map to prop_statics with fade distance, the game drops like 30 fps!

Thanks for your interest in my map all criticism/comments are welcome! =)
Posted by haymaker on Mon Mar 12th 2012 at 1:17am

Super cool! I don't play CSS but I'll fire it up for this. From the screens I'm seeing a lot of brushwork where I would be expecting models, but that's just my own experience.

I've always wondered about airport maps, and why there weren't more, but I chalked it up to post-911 isms.