de_tension

Credits

Submitter
  • P1: Beggar
    Points: 99
  • C1: Member
  • A4: Graduate
    Account Age: 2 years
shawnolson (Creator/Co-creator)
Studio
Wall Worm
Key Authors
Shawn Olson
Mapper, Modeler
Contributors
Andrew Penry
Entity Scripting

Rating

9.23/10
Based off 5 rating(s)

Rate Map

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Additional Info

Development State
Final/Stable
Version
2
Maximum Players
64

Stats

Post Count
8
ViewCount
2,780
Downloads
943
Date Added
2 years ago
Date Modified
1 year ago
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Remake of my 1.6 map. Includes a version that changes available paths based on number of players on server at the time.

NOTE

I updated this map to version 2 on August 24, 2010 because it was no longer playable after CS updated to Orangebox. The new versions (detension2 and wwdetension2) will now work on the new version of CS. You should delete detension and wwdetension as they can now crash CS.

END NOTE

The download includes two (2) maps which are variants of the same map. The namesake (detension2) is a standard Bomb map. The second map (wwdetension2) is also a standard map that has, overall, the exact same layout as the other map. The difference is that wwde_tension2 changes depending on the number of players on the server. The intent of the changes (available paths) is to make a map that accomodates small to large crowds.

wwdetension2

A Wall Worm map by Shawn Olson www.shawnolson.net

THIS MAP CHANGES !

DEPENDING ON THE NUMBER OF PLAYERS

  • 6 Players - South tunnel opens
  • 12 Players - Path under bridge opens
  • 18 Players - Grates in water open

Other Tips:

The signs regarding the crystal caves also change depending on the number of players. This is a visual cue for the CTs to prepare for Ts coming from alternate paths.

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Great looking map. at first i was kinda lost because it feels really big but after playing it for a while and learning the routes it really settles in to be a nice map. i like the different paths that open based on the # of players, really cool feature.visually it looks amazing. i give it a 10 for looks, 9 for playability. kind of a big d/l but worth it. nice job

    down with the greeks!!!
    • P2: Drudge
      Points: 1,936
    • E1: Helper
      EF: 14
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    This is way too complex to work as a CSS map. There are way too many ways to get lost and the fact that the map changes with playercount isn't good thing because people tend to remember the routes and they go figuring why i cant go from here now while i used to.

    The fps is quite nice, could be better at some parts. Displacement look odd at some parts of the map, unreal. There are also some quite dark spots there which really isn't a good for the gameplay part.

    The most annoying thing is the large size and the separate files within the folders. I saw your text about creating this map and you said that now 2 maps can share the stuff. To make things easier, 1 bsp file would have been a better solution and compressing the custom textures too. Some are over 5 megs, which could be compressed to like 6th of that size. Big filesizes for maps are still limiting rapidly the map popularity these days.

    Your worst nightmare
    • P2: Drudge
      Points: 1,586
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Godlike! Nice displacements!

    Russian mapper
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Intriguing map. Loads of detail. Love the nooks and crannies to hide in. Destructive bridge is a nice touch too. Quick combat. I give it a thumbs up

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    I don't get it. Why do you have to make 100 different folders? Can't you just compile everything into 2 files, bsp and nav? Whenever I try to upload material folders to a dedicated server, the textures are missing and everything turns purple...

    Does anyone know how to fix it?

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    I played the old cs 1.6 version, and it was one of my favorites. One common complaint was that it was too big if we had a small crowd.

    The new method of expanding the map based on number of players really makes this map great. It's compact with a small crowd and then opens up as more people join. I hope to see many map makers use this idea.

    Perhaps in future maps, have sprites that also appear when the map opens up and position them in or near the spawn. That may make it more obvious that a way that was previously closed is now open.

    Bananite
    • P2: Drudge
      Points: 5,357
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Pros: Much Detail Very Realism Nice Entitywork

    Cons: Look Improvements

    Improvements: Nothing (: Notes: Amazing Map guys ;)

    youtube/copymark77
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Great map, looks like a fair amount of time was spent, love the splitting map idea.

    Electronic Funkmaster
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