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A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.


Map Vault > Completed Maps

map screenshot

star star star star star
(14 votes)

[More Screenshots]


By Marwood (See more)
7th June, 2003

Hosted Externally - BSP

Last edited: 14th December, 2003


My first map: This counter-strike hostage rescue map took me a week (including learning how to use worldcraft). If there are some that find the mystery and isolation of the map disturbing, the background is simply this: A small bio-lab hidden in an un-named location. Terrorists have taken scientists hostage in order to free their wanted political icons. Not an unfamiliar setup...


avatar Seventh-Monkey says: 7th June 2003, 13:01 PM
Well done, Marwood. I like this map a lot - very nice rock face. I'm still making my first map (lighting problems), and I envy you making a map of an imaginary place (I'm making my school - very difficult, 'cos I have to make it exactly like it is, even if that means mapping problems).

Three things though - one, I think you need to change the timing of the waterfall sprites; at the moment they all glow at the same time. Looks odd. Secondly, A few of the doorframes have very odd textures, and finally, just make a few of the corridors a bit lighter - some of them are pitch black.

Keep mapping!
avatar MASTeRmiNd says: 8th June 2003, 09:26 AM
ok, after playing through your map, its not bad, i like the tower and rock face you did, looks like you put alot of work into it, i like your trees, simple but effective. Theres a few problems i noticed, there not that bad, i noticed theres a block sticking out above your head just as you run out of the hostage room, you knock into it slowing you down, also the vent, considering it is so long, it would be better off making it bigger so that you can run through it, it takes a while to get through it crouching. One of your double doors where one opens up and the other opens down, they dont open at the same time, you need to use a multi_trigger so they open at the same time, do so by placing a brush covered with the aaatrigger texture and turn it into an entity and select multi_trigger from the list,in the properties under "target" give a name for the doors, like door1, then close the properties box, bring up the properties of one of the doors and name it "door1", do the same for the second door also naming it "door1". Place the brush just infront of the door so that someone who touches the aaatrigger brush , the door will open, also place one on the other side, make it big enough so that it cant be jumped over or ducked under.

Hope this helps
avatar MASTeRmiNd says: 8th June 2003, 09:33 AM
Theres a few more things i would like to add, but considering its your first map, its a good effort, keep it up and remeber dont ever give up.
avatar Andy says: 8th June 2003, 11:06 AM
Good work for a first map, well done. The layout is good and I think it will play well, but you are going to have to do something about the r_speeds if you want more than a couple of players. In the open area and waterfalls the wpoly count hit's 1500+ and that will cause frustrating Lag when you get a few players trying to kill each other.
Apart from that it looks good,
Happy Mapping.
avatar Skeeve says: 9th June 2003, 23:32 PM
Ran your map with 9 other players (LAN). Map did run rather smooth, but did notice very slight lag when all of us were in the open area (well sniper in the trees).

Runs well with the choke point at 10Mbps, but that open area could cause some problems playing through an Internet connection.

A few of the smaller machines (300 - 850mz) lose sections of the map (brushes disappear to pitch black). This is obvious in the open area, rescue zone and surrounding areas. Brush loss is apparent when no one else is on the map. 850mz, 512M, Intel integrated graphics.

I am guessing you are a sniper. After dropping down to the treetops, a good sniper is deadly. For a first map, you did very well. I could not come close, as a fellow newbie. Keep it up.
avatar Marwood says: 10th June 2003, 17:07 PM
Good comments and tips. They would certainly be what I would change in this map. Recently I started a new map, but realised that if I want it to be good I'm going to have to finish this map properly. The problem is that the problems you have listed (being a beginner) I have no idea how to fix. They are to do with mainly rates (the vent and the hosstage door I can handle...)...If someone could tell me where I would need to go with it from here, I would be happy to do so...
avatar Andy says: 11th June 2003, 02:13 AM
Increasing Max Visible distance in the map properties before compiling might fix the problem addressed by Skeeve with regards to the texture and brush drop out. As for the open area, I wonder if using hint brushes would have an effect? Scan the web for some good Hint brush tutorials, and look for other mappers comments on CS Sites about reducing R_speeds in open areas.
Were there any errors when you compiled? It doesn't look like it, but there is something odd about the gl_wireframe picture... It looks like the engine can see too many brushes, especially the internals of the mountain, and I would not normally expect that. Reduce the amount of brushes the engine thinks it can see, and you will reduce the wpoly count. Acheive that, and you will be a brilliant mapper.... then you can tell me how to do it :-)
avatar lancingfury says: 16th June 2003, 21:26 PM
wow. just wow. and you are a n00b? I wish i had that kind of commitment.
avatar Marwood says: 20th June 2003, 10:34 AM
It's not really a commitment. It may be an okay map but there are a few problems when it comes to playing it with more than four people. No, I am actually a very lazy cba sort of person, but when you're mucking around with something as stupidly logical like Worldcraft it's piss really. (the rendering however, which I havn't got right, you actually need knowledge of other relms aside from common sense). Wood
avatar rowleybob says: 28th February 2005, 21:21 PM
Looks great but the link is dead.:(
avatar Habboi says: 20th June 2005, 11:04 AM
Wow the first ever map :D
avatar Mercenary says: 5th August 2005, 11:30 AM
we know, habboi
avatar Madcow says: 24th October 2005, 03:48 AM
avatar rowleybob says: 7th February 2006, 23:32 PM
Link no workie :(
avatar Daubster says: 4th August 2008, 06:37 AM
Indeed, and the map is nowhere to be found on the internets. :<
avatar Striker says: star star star star star 27th November 2008, 09:02 AM
I'm 5 years late :(
avatar ATDestroy says: 16th July 2009, 04:43 AM
So, the oldest existing map on TWHL.
avatar potatis_invalid says: 14th October 2009, 09:58 AM
The link is broken.
avatar Jessie says: 22nd October 2009, 07:19 AM
I wonder what the first one was.
avatar DiscoStu says: 28th January 2010, 00:32 AM
Aaaaa! I'm intrigued! Still doesn't work... why has it been deleted from TWHL?

The first one... a test map by Penguinboy perhaps?
avatar Jessie says: 20th April 2010, 03:18 AM
I doubt it. For a start, Penguinboy's profile says he joined over a year later than this map was uploaded.

I guess we'll never know.
avatar zeeba-G says: 1st October 2011, 05:47 AM
@ pot. dl worked but map didn't. Wrong weapon #?
avatar Stojke says: 1st February 2012, 14:49 PM
DL wont work for me.
avatar Captain Terror says: 19th August 2012, 12:19 PM
I would kill everyone in the onliners to be able to play this map...
avatar TJB says: 9th September 2012, 18:01 PM
I'm thinking of emailing some of the members who were around when this map was uploaded. The chances of any of them still using those old email addresses are probably pretty slim though.
avatar Daubster says: 26th September 2013, 21:41 PM
"I would kill everyone in the onliners to be able to play this map..."
avatar Striker says: 30th December 2013, 01:08 AM
This map is more than a decade old!! This site is seriously mature :O
avatar Dimbeak says: star star star star 22nd May 2014, 14:35 PM
Good map! Classic, first of the TWHL maps!
avatar Jessie says: 26th November 2014, 12:46 PM
The link's been broken for at least five years. Get your shit together.
avatar Captain Terror says: star star star star star 26th December 2014, 18:19 PM
User Posted Image

Khaaan! Marwoooood!

SOMEBODY must have this saved somewhere....

Well Seventh and Andy played the map, maybe they could describe it to us, so we might go about recreating it? =PP
avatar Striker says: 27th December 2014, 10:52 AM
It's a mystery.
avatar DiscoStu says: 28th December 2014, 02:22 AM
At least NINE years of intrigue.

People that MIGHT be able to put an end to this:
> Seventh-Monkey
> MASTeRmiNd
> Andy
> Skeeve

avatar Captain Terror says: 28th December 2014, 02:29 AM
User Posted Image

Cs_canbunk today!
Cs_canbunk tomorrow!
Cs_canbunk FOREVER!

avatar UrbaNebula says: 12th February 2015, 14:01 PM
I like shrimp.
avatar Dimbeak says: 13th June 2015, 19:54 PM
You said it, brother.
avatar Suparsonik says: 23rd September 2015, 18:33 PM
Shrimp is nasty.
avatar DiscoStu says: 12th October 2015, 20:47 PM
Especially if on your Barbie.
avatar Jessie says: 19th October 2015, 10:03 AM
I kinda love how this is a top map now.
avatar 2muchvideogames says: 13th May 2017, 06:25 AM
Sorry to break it to ya, punk,
But you're never getting CS_Canbunk
avatar sample vodka says: 2nd February 2018, 22:44 PM
Someone must have saved somewhere
avatar UrbaNebula says: 20th February 2018, 01:33 AM
More like CS_CannotBunk, amirite? GUFFAW!
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