Counter-Strike: Source CSS
Justice by satchmo
Posted 13 years ago2005-11-09 03:30:06 UTC • Completed • Counter-Strike: Source
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satchmo satchmo
Counter-Strike: Source
13 years ago2005-11-09 03:30:06 UTC
12 years ago2005-11-21 22:23:02 UTC
4.00 (2)
full star full star full star full star empty star Download (Hosted Externally)

The crazies have broken out of their "terrorist cells" at the courthouse, and they're planning to bomb the place to facilitate their escape. The SWAT team, of course, has just arrived to stop them.

The terrorists can either plant the bomb at the base of the statue above the courtroom or inside the main security control room just below the prison. The statue is closer, but it's a very open area, with enemies coming from all directions. The control room is harder to get to, but it's more easily defended once the bomb is planted.

There are thirty-two spawn points. There are multiple ways to get to either bomb site, including from the outside courtyard and from the basement (to bomb site B). Sniper points are everywhere, so watch your head.

There is an alternate way for the terrorists to get to bomb site B. After existing the prison spawn point, the terrorists can turn right into the third-floor balcony area instead of running down the corridor to bomb site A.

In the balcony, use the crates to jump onto the fence. You can then jump onto a lamp fixture extending out from the side of the building. From the light fixture, you can then jump onto the perimeter wall, and then jump down to ground level without suffering damage.

This route is trickier, but also sneakier. The basement also provides a detour to the bomb site. You can surprise the CT by showing up at bomb site B largely undetected.
Distance from spawn point to bomb site:
CT to A: 9 sec
T to A: 11 sec

CT to B: 16 sec
T to B: 22 sec


Commented 13 years ago2005-11-09 03:31:35 UTC Comment #9803
Yeah, I know the screenshot was taken within the HL2 engine, but I promise it looks exactly the same.

And before you accuse me of recycling my map over and over, I plead guilty.
Commented 13 years ago2005-11-09 05:10:08 UTC Comment #9804
Just a quick comment just by looking at the screenshot: have you tried using lower values for the lightmap resolution of the floor(s)? Since this map takes places at sunset, it would benefit from more defined shadows imo
Commented 13 years ago2005-11-09 09:55:35 UTC Comment #9805
Haha, your the first person i've ever seen use his map in so many versions :)
Well the HL2 version was impressive, your map actually got me mapping as a hobby.

My only concern is it should have more than 4 spawns.

5 stars because it helped me begin mapping, it looks gorgeous and the gameplay was fun in HL2 so it must be similar in CS:S
Commented 13 years ago2005-11-09 11:53:24 UTC Comment #9806
Thanks Kasperg, I did consider increasing the lightmap density, but that would increase the polycounts for the various brushes. After obsessing about it for a long time, I decided that I would go with performance than the additional shadow-sharpness.

As thanks habboi. This is not a large map, and I am afraid that more players would overwhlem the space in the map, destroying the fun factor (and making it too much like a deathmatch chaos free-for-all). There are eight players playing if the map is full, and I think that's plenty.
Commented 13 years ago2005-11-09 15:18:36 UTC Comment #9810
great map.. always has been.

please fix tags though
Commented 13 years ago2005-11-09 19:50:10 UTC Comment #9811
It's done. I originally labeled it CS:S, but when I updated the screenshot, the label reverted back to the default HL. Tricky huh?
Commented 13 years ago2005-11-11 03:34:45 UTC Comment #9822
does it look any better than the hl2 singleplayer version? if not - no download - i've seen this map WAY too much
Commented 13 years ago2005-11-11 08:16:30 UTC Comment #9823
You must be sick of this map by now. It looks exactly the same as the HL2SP version. The whole point of this map is that it's now converted to CS:S.

Sometimes after I retire, I'll make a new map from scratch. Between now and my kids graduating from high school, I'll probably be busy changing diapers and grounding kids.
Commented 13 years ago2005-11-12 09:05:08 UTC Comment #9841
oh... right!
Commented 12 years ago2005-11-13 14:40:40 UTC Comment #9879
I spent a lot of time hand-tuning the bots navigational mesh (my first time venturing into this endeavor), and now the bots are quite deadly. It's pretty interesting watching the bots run around and hunt each other down.
Commented 12 years ago2005-11-18 18:57:25 UTC Comment #9914
I like to keep improving the map, so here is yet another update.

The map itself stayed the same this time, but I have place-painted the navigational mesh, so the entire map can be identified by specific locations now. This is quite an important attribute for a good map that allows teamwork.
Commented 12 years ago2005-11-27 03:00:30 UTC Comment #9983
Please note that this map now has 32 spawn points instead of the original 8. After multiple complaints, I added more spawns to accommodate a larger server.
Commented 12 years ago2005-12-10 14:29:02 UTC Comment #10049
The number of spawns is increased again, to 40 spawn points.

And I added a env_sun to enhance the outdoor realism.
Commented 12 years ago2005-12-16 16:58:53 UTC Comment #10080
I'll probably convert this map to a hostage rescue map.
Commented 12 years ago2005-12-18 13:05:23 UTC Comment #10109
Meh... it is a very good map, no doubts there but i really don't think it works for CS:S

Lighting (+/-) The lighting is okay. Its very good in pretty much all the outdoor areas but its a little too dark or a little to light inside... No points awarded for lack of consistancy.

Architecture (++) Great architecture. puts the source engine's capabilities to good use. The indoor areas are again, a little blocky and badly lit but its easily beaten by the overall arcitecture.

Layout (-) Sorry, but no. It doesn't work for CS:S.. at all. One of the things missing in the HL2 version (i thought) was cover and you really havent done anything to improve that.

Gameplay (-) Same reason as above.. You need to make a map to a game's specifications. You can't use a map that was intended for HL2 as a multiplayer CS map. tis not natural.

Overall (-) Overall, i'm going to give you a minus because although i love this map, i have already given you a good score for the map in the HL2 version so i'm rating on CS:S gameplay here and frankly its not great. sorry.
Commented 12 years ago2005-12-19 18:42:12 UTC Comment #10150
Thanks, Hunter. I always appreciate an honest critique.

It may be a difference of opinions here, but I actually think the layout of the map works better for CS than for HL2 gameplay. It's more suitable for a slower-paced gameplay, which CS excels at.

But I love hearing what others think of my map. Thanks for taking the time and reviewing it.

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