de_leetwood

Credits

Submitter
  • P1: Beggar
    Points: 188
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
deadlyquasar (Creator/Co-creator)
Key Authors
{la0al}grimlap
{la0al}trench coat warrior one

Rating

9.08/10
Based off 8 rating(s)

Additional Info

Development State
Final/Stable
Maximum Players
16

Stats

Post Count
25
ViewCount
6,767
Downloads
2,199
Date Added
4 years ago
Date Modified
4 years ago
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    de_leetwood 

By {La0aL]Trench Coat Warrior one & {La0aL} Grimlap


{La0aL} Grimlap & {La0aL} Trench Coat Warrior one are proud to present deLeetwood. deLeetwood is a bomb defuse map designed with game play in mind. It was designed from the ground up to have everything we were looking for in a counterstrike map. Designed to look great, and play better. de_Leetwood takes place in the western town of Leetwood. Leetwood is settled in the Rocky Mountains, and proudly boasts the highest church in the county of leetsauce.


Terrorists' mission: Destroy Leetwood, using one of the two target bomb sites.

Counter-Terrorists' mission: Stop the terrorists from wiping Leetwood off the map.


Remember, wood cant stop a bullet in real life. And some walls are week enough to break through.


Installation:

unzip to your C:\Program Files\Valve \Steam\SteamApps[username]\ Folder.


Known Bugs:

There are several texture errors, all of which cause the texture to turn black. The ct spawn has the sound of glass breaking when you walk past. There are walls that shadows can be seen threw. Props turn white with HDR on.


Credits:

This map was made entirely by {La0aL}Grimlap & {La0aL}Trench Coat Warrior one. You may not copy, edit or redistribute this map anywhere else without my personal permission. Any bugs, suggestions or comments are welcome.

You may contact me by any of the following means.

La0aL admin E-Mail: deadlyquasar@gmail.com XFire: wowpieisgood Steam: wowpieisgood

{La0aL} website & forums @ http://la0al.tripod.com

Enjoy the Map, The {La0aL} Clan

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Comments

    • P6: Merchant
      Points: 231,225
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 6 years

    I tested it ingame and have to admit that I'm impressed, but at the same time there are many points for improvements. The main problem of this map is the lacking detail: you designed very nice-looking saloon buildings, but except these and a few trees, the map is totally empty. Some smaller props like baskets or trash would improve its look vastly. Second, there is a problem with the lighting. Refmaps reflect too strong and if HDR is activated, everything looks totally overcontrasted. Third point would be the layout, it's too easy. Some paths on the side or a tunnel would give more tactical variety. 8,7/10

    Respect is everything.
    • P1: Beggar
      Points: 188
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    For those complaining about not haveing cubemaps, or about the white furnitur, I know it is suposed to have cubemaps. Iv done this. The problem is that with cubemaps many textures that are in shadows reflect white or blue. All of our building have many windows so we cant put a cube map in that wont make some textures glow, it is the best looking with out the cube map unless HDR is being used so thats the way we kept it. And as for the spawn points, I admit that is a flaw, and will fix it in a later relese. I did not know that there were so few spawn poaints untel the map was compiled becouse that was not my part of the map to workon.

    thank you for your feadback. and if anyone knows how to remove such a problem as white/blue textures with cube map in a map with many windows, please let me know.

    {La0aL} Trench Coat Warrior on
    • P2: Drudge
      Points: 5,831
    • E1: Helper
      EF: 8
    • C1: Member
    • A5: Veteran
      Account Age: 6 years

    Looks pretty good. Nice work.

    brap
    • P4: Worker
      Points: 45,891
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 6 years

    The map initially looked great in the screenshots. But, upon playing it, it's very flawed. In my opinion, it's a great map that just isn't finished yet. I could say a lot of great things about the look of the map, and how unique it is, but I'll give you some feedback because it'll probably be more helpful.

    The biggest issue is that the map is dead silent. You have to have sounds in the map. The other big issue is that you didn't build the cube maps. The reason props are white with HDR on is because there are no cubemaps - and a map should never be released in such a state. All you have to do is load the map up after compiling and run "buildcubemaps" in console. I think you have to do it twice, once in regular lighting, and once in HDR (But I'm not sure... might have to look that up).

    And, to top it off, there are only 16 spawns. That's just... bad. Any map should have at least 30, if not more. It doesn't matter if the map is best played with 12 players. Most people, myself included, can't put the map on their servers with so few spawns.

    If you fix this stuff in another release, though, the map will be great! I'm really liking the design, but you gotta fix the problems. a 6/10 seems kinda harsh, but those problems are pretty serious. Without them, the map is easily a 9 or 10 out of 10.

    Truth Injection!
    • P1: Beggar
      Points: 188
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Ok, I see there is some confusion with the max players.

    The map has at least 8 spawn points (8 per team) so there is a 16player max. But I recommend between 8-12 players.

    {La0aL} Trench Coat Warrior on
    • P1: Beggar
      Points: 188
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Hello, we need as many people on our server as possible today at 6pm (GMT-5:00 EASTERN) for map stress + server stress testing.

    {La0aL} 24/7-de_leetwood-noawp 68.42.150.85:27015

    thanks to any that come play.

    {La0aL} Trench Coat Warrior on
    • P1: Beggar
      Points: 1
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    I liked the map, i played and yes i did agree that a LOT of the map is too dark. that would be nice to lighen that up and maybe 4-5 more spwn points, not 20 like that crazy person said. xD

    anyways good job on the map buddy!

    Bananite
    • P2: Drudge
      Points: 2,405
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Dude are you kiddin me? A day and a half? Have you tried CMD compiler? It runs very many times faster than the Hammer compiler, and it don't lagg up your computer.

    ETC not ECT
    • P1: Beggar
      Points: 842
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    If you want to speed up your compiles increase the size of the lightmap anywhere shadow is less important. Large open areas such as the ground, and the outside displacements. Also any areas with consistent light and no shadow lines. I've even gone so far as to slice brushes along where shadow lines are and only increase the light map value right where the line is.

    You can go upwards of 60-100 and still look ok and it will greatly reduce the VRAD time.

    Also, I hope you have all those railing and that bridge in func_detail.

    You should realistically be able to get this map to compile in a few hours or so.

    Sorry if I didn't make any sense, pretty tired. Message me if you want clarification.

    Web design, mapping, general p
    • P1: Beggar
      Points: 188
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    There will most likely be an update to fix the bugs, but it will be a wile. The map has a compile time of around a day and a half.

    {La0aL} Trench Coat Warrior on
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