Gyradell: Natural Victory

Counter-Strike CS
Gyradell: Natural Victory by Rimrook
Posted 13 years ago2005-01-30 04:27:19 UTC • Completed • Counter-Strike
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Name
Gyradell: Natural Victory
By
Rimrook Rimrook
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Completed
Included
BSP
Created
13 years ago2005-01-30 04:27:19 UTC
Updated
13 years ago2005-01-30 05:31:31 UTC
Views
2673
Downloads
696
Comments
8
Reviews
0
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This is a sequel map to the first Gyradell. I dunno why i made this. I just like the theme.
this map was made harshly and cranks the r_speeds really high in 1 certain spot, not big deal though.
I hope you enjoy!
(reuploaded because i had to reorientate a sprite)

8 Comments

Commented 13 years ago2005-01-30 04:28:51 UTC Comment #5786
yes im gonna play all of your maps now
Commented 13 years ago2005-01-30 05:04:38 UTC Comment #5788
very creative and original. r_speeds were pretty stable even though the wpoly count went over 1000 at some spots. doesnt really matter im still struggling to lower the r_speeds on my map. overall an excellent job.
Commented 13 years ago2005-01-30 16:11:45 UTC Comment #5796
Heh, cool :D - I fancy the theme on this one more than the first.

Want another HLDM conversion? ;P
Commented 13 years ago2005-01-31 09:49:10 UTC Comment #5815
Very good, nice texture theme and ambiente sounds.
Still some minor problems with using the Fit texture tool but much better. I havent checked gameplay yet, it might be a bit confusing due to so much detail
Commented 13 years ago2005-01-31 16:04:14 UTC Comment #5826
saw your journal entry rimrook. i think people shouldnt be able to rate a map without leaving a comment about it.
Commented 13 years ago2005-02-01 10:23:17 UTC Comment #5834
i take criticism productively. Maybe i should just turn the rating crap off next time.
Commented 13 years ago2005-03-30 19:23:37 UTC Comment #6464
wow dude. theres alot of skill u put into that. i like the sprites and reflective floor trick.
Commented 12 years ago2005-07-21 07:52:41 UTC Comment #8187
ya know, the map size may have been low because most of the textures are 64x64. but i found out that 64x64 texture crank up the r_speeds.

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