Source (.rmf, .map + more) released!
Download it here:
http://www.labs.leveldesign.com.br/mapas/half-life/cs/de_mon/de_mon_map.rarRead the readme.txt for more information!
--- Map of the Month : August 2007 WINNER ---
http://www.twhl.co.za/motm.php?id=2A terorrist group is preparing to invade the Hurgland Natural park. Their intention is to destroy the ancient fortress or the great lighthouse using C4 explosives, in retaliation to Lord Hurg becoming the new president.
The counter-terrorist team is en route to intercept the terrorists and eliminate the threat.
In this map you will be presnted with a large amount of land - with exotic terrain and beautiful beaches. Watch out for enemies in all directions - it's quite easy to get hit by an AWP shot!
Plan your tactics well, this map was designed to put the player in some awkware situations. This is not a normal map - so spend some time getting used to it.
OBS1: Type "r_detailtextures 1" to activate the detail textures!
OBS2: Feel Free to find the easter eggs! They're very cool.
More Screen Shot's at:
http://www.labs.leveldesign.com.br/mapas/half-life/cs/de_mon/screenshots/de_mon_en.htm(now the text is correct, thak's to SnipaMasta from mapcore XD)
lol.
'en route', mate
The map looks -REALLY- good. I'll download tomorrow.
Thank you srry, You've just saved my ass
As long as the gameplay is good for you, the map is good ;D
This map first struck me as very ambitious in both gameplay and looks. Hills, towers, lifts, caves, etc present a very complicated maze of paths. You can see pretty much across the whole map (making smoke grenades & sniper rifles important), but unfortunatly this presents rather poor performance.
The textures are very crisp, everything is made of well-placed brushes, and the "bloom" effect is pulled off well. The only problem occurs when you step into the water lol.
Excuse my nitpicking, i'd like to try this map on a 32 player server, it looks like fun.
Very ambitious, and very well done.
I thought that a couple of the big treeline textures were a little bit over-stretched, but this is being rather picky. The rocks and cliffs are very good, and the layout is really good too. Things go a bit wierd when you're underwater, but I'm not sure you if could do much about it on this map. I think there could be more shadows, but again I'm being picky.
Very impressive.
It looks god at a distance, but up close it can look rather awkward with very squarish cliffs. The textures helped though.
srry, yea, that's the magic. It would be impossible to make a map like this using default textures scale, the divisions would be overkill. But this type of map is just different. That's the way I like to make maps, as you can see in my past maps. This is basicaly the evolution of my skills and I hope it's enjoyable.
btw, have anyone found the easteregg? It's on the soda machine... you need to make the right combination. BUT before that, you need to find the lock... it's a button ;D good luck
It's like trying to bike with really wrong gear. More power will overcome it somewhat, but it's still the wrong gear. For example, try Trapt's "Island Bombing"
Screenshot>>
http://img502.imageshack.us/img502/5594/demon0000yk6.jpg
Unfortunatly I didn't get a chance to play it with lots of bots yet, but I ran it myself and I must say- very impressive. The thing that I really like was being able to see these earth-shaking explosions from anywhere on the map when the bomb went off. Watching the house explode from the lighthouse, or the other way around, was really, really, really cool. Lots of ambience, good amount of detail for such a large map, great looking beach.
Five for you.
First you need to find the button that unlock's the soda machines, it's on B1... you may need to use sv_gravity and jump to the top of the fort, now you need to find for a button that is faced 45? to the floor like this: It has null faces on the top and back, so, you will see it only when you look in the direction of the arrow. When you press it, a banner will apear. Now head to the soda machines and find the right combination. You need to press "E" in evert soda machines for a while at the top part of it. You will hear a noise if you just press the wrong or a noise and a gas sound if you are at the right rote...
then voila
But since I don't have cs installed is there a way to play with standard HL 1 ??
it should work, but you will respwan only in the terrorist's area and there will be no guns... or you can activate cheats and use impulse 101 ;D
just have to make this comment...
YOU MAPPED A WHOLE FUCKING ISLAND!
five*'s
Texturing — 8
Ambience — 10
Lighting — 8
Gameplay — 9
Exclusive Video Review
Bottom Line
About as good looking as the Goldsource engine can look in a map which still takes r_speeds into consideration. Top notch effort with only a few minor set-backs.You have no excuse. Download it. Play it. Bask in it.Texturing — 8
Ambience — 10
Lighting — 10
Gameplay — 9
Review
I don't even know where to begin.. Huge open areas you've never seen before in a CS map? Awesome looks and amazing care for detail? Refreshingly fun gameplay? Well, let me assure you - this map has it all, and much more.De_mon is set in an island, which unlike other CS/HL maps is completely re-created, giving you access to almost every single corner of it, creating one large, seamless arena with some very interesting and fun gameplay. Now, don't get me wrong, it's not just another killbox. There are plenty of routes and chokepoints and the ability to roam freely almost everywhere, while keeping the layout intact and playable, plus the huge scale of most paths/chokepoints really make dust look like a rat maze with cheese in its bomb targets when compared to this (no offence, DaveJ ;> ). All these aspects of the layout provide excellent conditions for the open-minded cs player to go loose planning his approach. And don't think the only weapon you'll ever need is an AWP. Even though it's a great idea to have a sniper or two on your team to cover you when rushing the targets in a map this big, there's still enough cover and "safe paths" for anyone with an AK-47 or M4A1 to kick some serious ass. Another good idea was including player-controlled vehicles; a boat and an elevator (even if a ski-resort-like elevator looks a tad odd in a place like this). They both add a bit of fun and variety. One thing I found really crazy, though, was placing AWPs in areas, where the player has a full view of the map! Go ahead, make it to the guard tower or lighthouse and slaughter the opposing team, while they're helplessly trying to hit you with their Desert Eagles in the pistol round. Now that's screwing things up!Obviously - it's not just the gameplay that makes this map so much different. Even if the detail's not that great at close range, the panoramic views are absolutely amazing, especially when your average wpoly count stays at about 700-800 and goes a bit over 1300 in the most open areas. That's why you can forgive the occasional chunky cliff or cheap-looking forest imitation, ignore some objects just begging to be detailed, or any textures, that could be less stretchy. The overall result makes up for that anyway. Another thing adding to the amazing panoramic views is the absolutely seamless transition between the map and skybox. At any distance - it's flawless. Yet again, though - there were some obvious problems too. The biggest one was some solids not being rendered underwater, uncovering some areas that shouldn't be seen from that point. You'll mostly use that to your advantage, so that makes both visuals and gameplay less appealing. Another thing I found weird was prop placement and model choices. russian police cars and pine or elk trees don't belong in a tropical environment. Actually, last time I checked - cars don't belong in a small island, that hasn't got a single road at all! Placing vehicles ontop of cliffs and making the player doubt that laws of physics ever existed in this island is not the way to go.Then texturing came to the rescue, saving or at least covering up some architecture quirks created due to extreme optimization. Thanks to some lovely blending textures hiding the chunkiness of the terrain. The buildings also used some nice oldskool textures from old de_inferno, the CS 1.5 version; they fit the theme pretty well. However, there were some obvious problems, like the horribly stretched scenery tree textures in some areas, making the forests there look like broccoli soup gone really bad.There is one aspect of this map, though, which is almost flawless. Atmosphere. Lighting is set up just the way it's supposed to be in a tropical island; very bright and warm, and to top that off - there's some sprites to simulate the extremely bright sun glow, creating a HDR-like bloom you've never seen before in other GoldSource maps. Ambience was also very well-made, with some randomly triggered sounds, giving it some nice variety. Probably the only thing I missed was the use of env_sound, that, if used smartly, would have been a very nice addition.Bottom Line
Vehicles, water playing a large role, the scale and some other details really made this map feel a bit like one the old official cut-out CS maps back from the betas. (something between cs_docks and de_railroad), which is, to me, an incredibly refreshing feeling. So, even with it's flaws, de_mon is a fantastic map to explore and play. Amazing looks, considering the great performance, possibilities in gameplay, stunning ambience and one of the coolest easter egg sequences I've seen yet make this map a must-try for any CS player at least remotely interested in something new.beautiful.
I would like to thank a lot for the review, I found the video and the critics really good and well made! You encouraged me to finish a version for hl-dm! Thank you!
well, I don't really know what this does, but I guess that if you mess with the entityes on the .bsp using some kind of software that enables this, you could try to modify or delete some entityes and see if the issue goes away..
vortigaunt666:
That explosions/sprites after the C4 explosion shouldn't happen. I've played lots of time and never got any problems. Is there anything special that you are doing?
The boat was a veichle until some point, but it's so buggy that I've prefered to leave it as a func_train (Whic is a little buggy too :P). And more, at the very begining of this map, it was planned to be just a buch of rivers and everyone had to drive boats, but ofcurse it din't play so well.