[map] cs_harborbank

[map] cs_harborbank

Re: [map] cs_harborbank Posted by SM Sith Lord on Tue Jan 9th 2007 at 10:10am
SM Sith Lord
3 posts
Posted 2007-01-09 10:10am
3 posts 270 snarkmarks Registered: Sep 9th 2006
This is a a discussion topic for the map "cs_harborbank" by SM Sith Lord which can be found here

Map description:

DESCRIPTION:
The terrorists heist of the Harbor Bank has ran into a hitch: they can't get into the vault. Out of desperation they have taken four bank tellers hostage and demanded no police within one city block.

You are free to navigate a full 360 degrees around the exterior of the bank as you see fit, but beware of long range weapon fire.

If you get pinned down by snipers, you are advised to use the city's underground drainage system to get yourself to a better position. It has entrances at every corner of the map.

The bank structure itself is the recommended zone for enemy encounterment. Its upstairs halls and offices should provide sufficient cover for you and your men using even short-range weapons.

The first floor lobby and vault room are more suited for mid-ranged weapons.

The hostage rescue zone is located AT THE HARBOR BOAT DOCKS. INTEL has determined this is the only feasible escape route to get the hostages to safety.

NOTICE:
Due to the "free-roam" nature of this map and the consistent level of detail, some find that it can run sluggish on slower machines. I suggest you try lowering your Counter-Strike advanced video settings if you find yourself with unsatisfactory framerates.

Map screenshots:
Loading embedded content: Map #2724
Re: [map] cs_harborbank Posted by Jinx on Thu Jan 11th 2007 at 12:32am
Jinx
874 posts
Posted 2007-01-11 12:32am
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
Looks pretty.

As for performance, maybe you should optimize it, or lose a little detail, rather than lay the burden on players? The inside walls being rounded off, for example, makes no sense and is just gratuitous. Seems like nobody can make a source map without rounding everything off, despite the fact that 90% of human construction involves 90 degree angles.
Re: [map] cs_harborbank Posted by SM Sith Lord on Thu Jan 11th 2007 at 5:09am
SM Sith Lord
3 posts
Posted 2007-01-11 5:09am
3 posts 270 snarkmarks Registered: Sep 9th 2006
Lol. Well, those round walls are func_lods, so they won't render if your far away anyways. There are a lot of func_lods on the heavier details, and I did spend a lot of time optimizing. Did everything I could think of to optimize short of changing the layout (which is why I like this map in the first place).

Not trying to "lay the burden" on anybody. A lot of people play this map with full video settings and don't even notice a bad framerate. I was just offering advice to those people with slower comps on how to improve their framerate, because a lot of people are clueless when it comes to their computer's performance. I have to run CSS with all my vid settings on low no matter what map I play just to get enough frames to shoot for the head first. :)
Re: [map] cs_harborbank Posted by Jinx on Thu Jan 11th 2007 at 8:10am
Jinx
874 posts
Posted 2007-01-11 8:10am
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
Sounds good. And the map looks spectacular, especially the inside areas.