cs_miami

Counter-Strike: Source CSS
cs_miami by Xyos212
Posted 18 years ago2006-03-28 23:48:48 UTC • Completed • Counter-Strike: Source
Loading...
Screenshot Thumbnail
Name
cs_miami
By
Xyos212 Xyos212
Type
Map
Engine
Source
Game
Counter-Strike: Source
Category
Completed
Included
BSP
Created
18 years ago2006-03-28 23:48:48 UTC
Updated
18 years ago2006-03-29 03:12:56 UTC
Views
7686
Downloads
1666
Comments
14
Rating
4.33 (3)
Reviews
0
full star full star full star full star half star Download (2.25mb)

This is a recreation of the popular map cs_miami from Counter-Strike on the xbox. It?s graphically revamped and custom built to match the format of the original, but with an innovative source element.

Myself and by brother (Exos) created this map. Alot of time and effort went into this map. It is bot compatible, (very well I might add) custom textures bsp zipped into it, and sounds. There are some Easter Eggs as well :)Please give me and my brother your honest opinion about the map.
Please dont judge by screen. There is MUCH of the map not visible!

14 Comments

Commented 18 years ago2006-03-28 23:52:31 UTC Comment #11382
RIGHT CLICK AND SAVE TARGET AS.
Commented 18 years ago2006-03-29 00:07:35 UTC Comment #11383
I can't, it wants me to download the mapvault's PHP system instead.

Email me the file and I'll host it up on my server instead.
Commented 18 years ago2006-03-29 00:19:40 UTC Comment #11384
OK Rabid. What do you mean that it wont dl? Well, Ill email it to the email you have in your profile
Commented 18 years ago2006-03-29 00:32:34 UTC Comment #11385
Try using this link if the above wont download

http://twhl.co.za/mapvault_map.php?id=3806&dl=1

I wish map vault had edit button
Commented 18 years ago2006-03-29 02:54:24 UTC Comment #11386
Do you have a NAV yet for this map?
Commented 18 years ago2006-03-29 02:59:35 UTC Comment #11387
K. That last link you posted works.

I'm sorry that I won't be able to playtest this because I don't have HL2 installed at all :(

Looks great from screeneh :)
Commented 18 years ago2006-03-29 09:08:02 UTC Comment #11389
Yes there is a nav file, and its edited so the bots dont do their little stupid things. :)
Commented 18 years ago2006-03-29 10:51:39 UTC Comment #11390
wow, looking hot
Commented 18 years ago2006-03-30 16:24:40 UTC Comment #11394
Well done. The map looks nice and the brushwork looks clean. There's a glitch in the outside area with a nodraw texture but it's hard to notice. Lighting outside is better than inside. I think the interiors are too gloomy, and the multiple fluorescents (with point lights??) dont help much.
Its only a personal opinion, but I dont really like the textures used inside. The wall textures get a bit repetitive, and the wood floor textures (are they official?) are way too shiny...
Commented 18 years ago2006-03-30 23:30:38 UTC Comment #11397
Shiny huh? Did you build cubemaps?
Commented 18 years ago2006-03-31 00:01:42 UTC Comment #11398
Of course. I dont overlook things like that. I think the shiny quality looks very good. Its due to the lighting above.
Commented 18 years ago2006-04-05 13:06:37 UTC Comment #11426
I'll take a look shortly.....
Commented 18 years ago2006-06-26 16:39:10 UTC Comment #12396
I just downoaded the map in loaded it, and it looks AWESOME (especially the street). While it may be true that the textures are a little repetitive, it IS the same building, so you can expect the same theme throughout. Floor reflections make it look like some high-class executive business building ro somthing of the sort, and the over-all feel of it just seems "right"

There are occasional bot pathway issues (trying to walk thru a wall and jumping, or even trying to shoot thru a wall) but this is highly rare. I found also at thimes the area was slightly underlit, and i couldnt tell friend from foe.

All in all, i feel that the level is great: custom textures, great world detail, and fair for both teams
Commented 17 years ago2006-11-23 09:44:00 UTC Comment #13534
This looks GREAT! As previous comments mentioned the outside of this map is particularly awesome. Yes maybe the textures were a little bit repetitive inside the office but that's not really an issue since it's the same building and the interiors of the office weren't meant to be some flashy trend design and such.

Few things that left me bother were the lightning of the vents since there were no actual source of lights so the light just came out of nowhere. Of course this might have been just a gameplay thing to eliminate nasty shadows from campers but in my opinion light should always have a source.

The second was that I had some hard time to get hostages out of the building near the main entrance to the right where this room leads to another corridor was really pain in the ass! Well this has been an issue in my maps too so don't sweat it ;)

Overall excellent job in brushwork, textures, props, detail ect. and a very playable map with both teams!

You must log in to post a comment. You can login or register a new account.