cs_campanar

Counter-Strike CS
cs_campanar by enemigos
Posted 20 years ago2003-12-10 08:31:57 UTC • Unfinished • Counter-Strike
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Name
cs_campanar
By
enemigos enemigos
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Unfinished
Included
BSP, RMF/VMF
Created
20 years ago2003-12-10 08:31:57 UTC
Updated
20 years ago2003-12-14 04:10:35 UTC
Views
1756
Downloads
714
Comments
4
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As my first map I want everything to work OK. So I'll see if anybode helps me reducing r_speeds (maybe aplying some NULL textures...).
As a map, it is a Counter Strike Hostage Rescue map. It works with CS 1.5, haven't tested with CS 1.6 because of the fact that Steam does not install behind my university proxy. The map is based on my friends house in the suburb called Campanar, in Valencia, Spain, but the surroundings are changed so that the map gets playable and somewhat fun. As something I was experimenting there can be found some explosives so that the CTs can get in by force. There are

4 Comments

Commented 20 years ago2003-12-10 08:54:51 UTC Comment #542
(The complete history)
As my first map I want everything to work OK. So I'll see if anybode helps me reducing r_speeds (maybe aplying some NULL textures...).
As a map, it is a Counter Strike Hostage Rescue map. It works with CS 1.5, haven't tested with CS 1.6 because of the fact that Steam does not install behind my university proxy. The map is based on my friends house in the suburb called Campanar, in Valencia, Spain, but the surroundings are changed so that the map gets playable and somewhat fun. As something I was experimenting there can be found some explosives so that the CTs can get in by force. There are lots of selfmade photos and posters in the wad file!
Note that the problem relating not-so-neat textures will be addressed in a future. The BSP is not the last BSP I compiled because in the last compilations I did not use RAD. So BSP is only for let you get an idea of how it is rendered, but the MAP and RMF are the ones you need to see. Beware that RAD is now very slow! (as it has to render lots of opaque entities, because I think that only structural important brushes should be with entity 0, aka world brushes, but I do not want that most of the details have no opaque faces). It can take about one hour compile, being everything but 10 minutes RAD.
In the future there should be a readme... If you want to view an modifications history in spanish, you can read http://www.rommelwood.de/~fersanmz
Commented 20 years ago2003-12-10 08:58:04 UTC Comment #543
Ahh, I forgot, I have a problem with those windows you can see in the right wall of the screenshot. As I do not know why the decals use of Valve Hammer Editor does not work for me (once upon a time HalfLife said that it did not find the decal textures) they are built with a one unit box over the wall. Of course they are func_wall entities that do not brake the wall in little pieces. But anyhow, if I could remove those four 1 unit width faces without using a NULL texture...
Commented 20 years ago2003-12-18 06:08:15 UTC Comment #579
You have a leak. That causes the high r_speeds.
Commented 20 years ago2003-12-19 18:53:23 UTC Comment #583
size the ground textures a bit maby

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