Counter-Strike 2

Counter-Strike 2

th_project_map_2014
 This topic has been pinned, so it's probably important
Typo Hui  [developer] 14 Feb, 2014 @ 8:22pm
Map History:
Seemed pointless to put this into the discription, so created a thread for it instead.

Originally made in Counter Strike: Source, project map was a map I created for a graduation project for my school. The main point of making the map was not necessarily to make a good looking map, but rather to create a elevator that would go between floors at the press of the button. Simple, but that was the basic gist of what I needed to do for the project (in this case because we had to try something new).

1st revision was in 2010 and it was an attempt to make the map more appealing; from adding a skybox, to more detail from within the rooms. However, somehow I (from the 2008) moved the whole building so the brushes were off by 0.2 of hammer's units. making clipping or adding detail very difficult. Also added the ability to turn off the lights to the whole building from destroying a generator.

2nd revision was in 2012 which was mainly to port the map over to Counter Strike: GO. Although, the new engine did not take well to the light feature and was removed. To replace it though, I added an explosive satchel (terrible brush I made lol, but the c4 model would crash or not work properly) that would create new paths if a current path was too risky to take to get to the hostages.

This map, the 3rd revision, is mainly bug fixes. A little after I finished the last revision, valve changed how the hostage system worked which kinda broke (or gave ct a high advantage) the map. So relocating one of the hostages as well as adding/removing some props to help some trouble areas that were found from the last version. Finally the windows were brought down a bit so sniping could more easily be done and a new building (which will in the end look the same as the first building) is 'starting' to be constructed (and will be further built in the next version).

Although it was not my original intent, this map is kinda became a little creative project I come back to every 2 years; I add-on or fix some visual or gameplay issues. The big thing I plan for the next release is to remake the map (start from scratch) just simply because I am tired of not being able to properly detail the building; everything is off by a hair. So basically I either would have to clip in the brush (which creates issues) or have the brush floating. The next version I hope to just get rid of that entirely as well finally properly make the map actually look finished rather than some mediocre (at best) block map.