De_etape

Counter-Strike: Source CSS
De_etape by doodle
Posted 17 years ago2006-07-14 03:20:19 UTC • Completed • Counter-Strike: Source
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Name
De_etape
By
doodle doodle
Type
Map
Engine
Source
Game
Counter-Strike: Source
Category
Completed
Included
BSP
Created
17 years ago2006-07-14 03:20:19 UTC
Updated
17 years ago2006-07-14 03:20:19 UTC
Views
3222
Downloads
982
Comments
3
Rating
5.00 (2)
Reviews
0
full star full star full star full star full star Download (2.73mb)

Those terrorists are at it again, this time aiming to destroy the grand courtyards of this castle. The Counter-Terrorists have had an anonymous tip and have been sent in to investigate.

This map is finally at a releasable stage, enjoy.

Find out more information/more screens here: http://www.rabid-monkey.com/~dewdle/galleryetape.htm

3 Comments

Commented 17 years ago2006-07-14 05:57:57 UTC Comment #12529
This map is better than "de_sustenance" and shows more mapping experience. The brushwork and the textures fit together well and theme works in that aspect.
However, some of the halls seem either too long or too empty to justify their existence. Sometimes lateral doors aren't enough to break the wall monotony.
Props do their job well again, and the plant-filled courtyard with the bombsite is the best looking part of the map. Some floor transitions from grass to wood look really strange as they are at the same height.
Other than that, the map looks highly playable and the layout has interesting spots and no major flaws.
(the bright desert sky didn't fit with the lighting!)
Commented 17 years ago2006-07-15 18:48:20 UTC Comment #12537
The map had some very good brushwork. I liked the custom materials, and custom props. Although the custom props collision models must of been done by studiomdl because some parts could be walked through. The arch in the CT spawn had a NODRAW on the back of it. One can jump and see over the skybox in the CT spawn also.

Some halls were too plain, but how interesting can halls get? I liked the doors in some of the halls that were "nooked" away. Very unique. The courtyard had some very nice brushwork too.

Some stair rails looked bad though. Rails dont slope on the same incline as the stairs. They are vertical and follow with the stairs.

Even though it has its problems, I can still see the work that went into it. The problems it has are so small they were barely worth mentioning.

Its nice to see custom content and props in a map. (BTW I believe those were custom props right? (CHairs) or am I crazy?)

I give it a 5 out of 5. It gets what it deserves.
Commented 17 years ago2006-07-15 21:39:11 UTC Comment #12540
Having seen every single damn version of this map that you compiled, I guess I have to say something about it. :P

I loved the outdoor areas in this map. They were very nicely detailed with a good combination of props and brushwork. My main gripe (as you are aware) are the hallways which essentially don't make any sense whatsoever. Having said that though, there's something rather fun about the layout - it's a quick and dirty map designed for some hectic rounds of CS:S.

If you were to extend the map further, I'd probably add some ambient sound and a 3D skybox. 4 1/2 from me, which gets elevated to 5.

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