M Dust2020Crte3T
D Dust2020Road
D Dust2020RoadTgt
D Dust2020Sand
D Dust2020Sand2
D Dust2020Sand3
D Dust2020Sand4
D Dust2020Sand5
D Dust2020Sand7
W Dust2020BrrlT
W Dust2020Crte2S
W Dust2020Crte2T
W Dust2020Crte2Tb
W Dust2020Wood
T Dust2020Tile
brightness 1
gamma 2.5
-heapsize 131072
parameter to increase allocated memory for the game to 128MB. If you are still getting this problem, you may have not enough RAM available. This could be due to having too many plugins or custom content installedYou must log in to post a comment. You can login or register a new account.
I got stuck when we tested the beta version. I've jumped around in that place for two minutes without getting stuck so I think that's been fixed.
Congratulations on releasing an awesome map
I'm not really a CS player, but it looks like all those extra nooks and crannies will result in more cautious and campy gameplay. I think the rooftops will play a bigger role in the HLDM version, where the longjump and gauss make them more accessible. The hidden weapons in both versions are a fun touch.
As far as performance goes, r_speeds range from 2K wpoly's to 5-6K in certain areas, but it runs fine on my (fairly new) system.
My only 'complaints' would be that the exact boundaries of the playable area are sometimes unclear (invisible walls), especially in the _se and HLDM versions, and that the crispness of the shadows in the 3D skybox doesn't match the more blurry shadows in the rest of the map. And in the HLDM version, a lot of the pickups are off the beaten path, often requiring several crouch-jumps, which might hinder the gameplay flow and will probably also make the map harder for new players. On the other hand, even the strongest weapons can be found in multiple places, and with all the connections between areas action should never be too far away, so it looks like a fun map to play in.
Keep up the good work