de_joint

Credits

Submitter
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Gattsu (Creator/Co-creator)
Key Authors
Gattsu
Contributors
MerolaC
Radar overview
durazno
Screenshot post-processing
Special Thanks
PonchoEXE
Tester
MannyJin
Tester
[JC] Pepe-01
Tester
[JC] Torvik.-
Tester
3kliksphilip
Advisor
Lost
Advisor
Shack
Fag
Mary Jane
DigitalZone

Rating

9.82/10
Based off 13 rating(s)

Additional Info

Development State
Beta
Version
0.99b
Maximum Players
32

Stats

Post Count
27
ViewCount
4,851
Downloads
1,176
Date Added
2 years ago
Date Modified
2 years ago

A custom map that contains indirect features from many original Valve maps and other professionally played ones.

Overview This map is a whole year project which began last year and was estimated to end on the first day of 2010. During its development I've faced lots of trouble and issues, mainly with hammer. As I worked on the map, I learned more and more about mapping, until I finally achieved this. Sure, it's no big deal, but I'm a perfectionist, and thus, I do not release something until I really think it's worthy to do so, or to look at. While I'm only a beginner, I surely did put some effort into this, and hopefully it'll be paid back by people testing out this map. As for the map itself, it is a huge map consisting of two main contact areas, the urban district area (appealing to de_train, de_nuke and cs_assault) for the CT base and the dust area (appealing to both dust maps and several other maps) for the T side. This map does not have any material from any other map (except some prefab buildings from valve). It only shares the style, while attempting to become unique within its style. It also has an appearance of cs_italy at some areas, Tuscan, mill, and all other maps which an ordinary CS:S player tends to deal with. There is a short distance between A and B, the two bombsites, but the paths separating these differ by length and cover provided by these. I have added lots of detail to most places and wherever I though was necessary. Ironically enough I had to stop working on the detail because the total brush amount was reaching the limit given out by hammer. Thanks to the testers I've also added a sewer system and a gate walk for B. This map does not have a .nav file, so please, do not try it with bots (unless someone can help me making a custom fully working .nav). Don't forget to add net_maxfilesize to 24 or more for people to be able to download this map off your server. Screenshots were 1920x1080 initially but these exceeded the 800kb limit, so I uploaded them to tinypic and they got resized a bit.
Current build information: Max players: 32
Custom materials (included in .bsp): decalmetalgrate018a.vmt (don't remember using this) prysmax.vmt (a simple decal) de_joint.txt, .vtf, .vmt (radar overview)
Compile time: Map Size (no map overview): 16.7 MB Total size (with map overview): 22.1 MB Total ZIP size: 7.47 MB Total compile time: 4 hours, 18 minutes, 2 seconds
Compile settings: vbsp.exe - normal (100%) vvis.exe - normal (100%) vrad.exe - normal (100%)
Compiled under the following settings: Intel Q9550 - 3.4GHz (400FSB) 4GB Ram DDR2 - 1066MHz (400DDR) Windows 7 (x64)
Lastest changes: 1/1/2010 (Beta 0.99b) - Fixed and adjusted current skybox (no more 'box') - Improved frame rate drastically - Smoothed displacements - Extended sewer area coverage - Added gate-walk to B - Added wall marks to indicate bombsites - Added radar overview map - Removed 3dskybox - Increased draw distance on some dynamic objects - Many other major and minor changes - Fixed all console spam (related to vphysics objects)
Known bugs: Major - Minor - Snow might get a little buggy on one side.
Contact: Msn/E-mail - gattsu@digitalpowered.info
Special thanks goes to: 3kliksphillip & Lost - Technical assistance MerolaC & durazno - Radar overview assistance and screenshot post-processing. [CoDeR] & PrysmaX - For hosting this map under private testing.
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Comments

    • P2: Drudge
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    Posted by CptDobey Do you know when the final version will be out ?

    Whenever I get workin' on it :P?

    After my next map release (ETA 1 week). The new version will include a .txt file, .nav created by chizbone and a few tweaks here and there.

    RAMIREZ! Need a dispenser here
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    Do you know when the final version will be out ?

    Ook!
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    Posted by Tepcio Nice design but It needs details

    /troll

    Bananite
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    Posted by Tepcio Nice design but It needs details

    You serious? I almost ran out of brushes (about 90% of max allowed by hammer) xD.

    RAMIREZ! Need a dispenser here
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    Nice design but It needs details

    www.tepcio.lua.pl
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    Pros: Everything Cons: N/A Improvements: N/A

    Mapper & GFX Artist
    • P2: Drudge
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    Posted by gregggggg Have you tested on 5v5 scrims/wars? could this be a competitively played map? im downloading now

    I'm quite sure it's too big to play those, but I can't confirm, really, it's just the usual maps gameplay suit the whole scrim thing a lot more. You could, however, send 2 guys to A, one into sewer and two in the upper level area, those could flank the T's from behind, and controlling the sewers gives a great advantage. The problem is that people who had played this map didn't know where people might hide or the ways to get to A/B/spawns/etc, so it gets quite confusing until people learn the paths.

    RAMIREZ! Need a dispenser here
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    Have you tested on 5v5 scrims/wars? could this be a competitively played map?

    im downloading now

    Bananite
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    gameripper

    Will write full review as soon as I get time

    Team ARIA
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    Hey, I gave this a go and it's brilliantly done. I appreciate all the little mapping additions, wish my mapping skills were up to your level. Good job, dude.

    Scorchin'
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