Counter-Strike CS
de_shadysands by Daubster
Posted 14 years ago2008-11-30 17:31:02 UTC • Completed • Counter-Strike
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Daubster Daubster
14 years ago2008-11-30 17:31:02 UTC
14 years ago2009-02-25 17:49:03 UTC
5.00 (4)
full star full star full star full star full star Download (2.44mb)

Phew, it's been a while.

Basically, this is a terrain test and also a competition entry named after a certain location in a certain game. It's way too small to be a defuse map, but those were the requirements.
Lots of scenery, medicore detail, medicore lighting and ambience, some clipping bugs. Deadline had me by the balls, plus compile times were long, so I probably won't bother updating this.

What I would like to hear, though, are comments on the terrain itself. Stuff like: is the performance vs. looks ratio good enough? Could they do with more smoothing?.. and so on. Any suggestions I'd be very thankful for, as they'd help me a lot with another map I'm working on, featuring a similar theme.

Enjoy & kudos to whomever finds the easter egg. ;>

More info on the compo (won 2nd place):


Commented 14 years ago2008-11-30 20:37:41 UTC Comment #7371
Absolutely awesome terrain for HL1. Genuinely superb.
Took me fucking years to find the easter egg.

now quit your bitchin'
Commented 14 years ago2008-12-01 00:10:52 UTC Comment #7356
Looks great but the terrain will affect game play with the invisible brushes it creates. On one corner right outside the building the invisible brush completely blocks you and you have to walk around and jump over it. It's not a problem everywhere just certain areas. If you want, I can show you exactly where it happens.
Commented 14 years ago2008-12-01 02:02:47 UTC Comment #7357
Great job - nice map ;) Goodluck in compo ;)
Commented 14 years ago2008-12-01 02:52:50 UTC Comment #7351
Thanks for the feedback!

Mario: Thanks, but I'm more-or-less aware of invisible wall locations; probably won't bother fixing them in this map and will move on to a bigger project.
Commented 14 years ago2008-12-02 21:40:05 UTC Comment #6956
Looks really good. I know you can sometimes fix that error by using the 'bevel' texture on the unseen faces rather than the 'null' (but maybe you did that already!?!)
You can get it with the latest version of Zoners
Commented 14 years ago2008-12-03 02:51:23 UTC Comment #6393
Thanks for commenting. :>

Did use BEVEL on every unseen terrain face, as besides reducing clipnode
borkage, it also does a great job killing wpolies.
Commented 14 years ago2008-12-03 14:26:48 UTC Comment #5763
I shall repeat myself. Tis' the epiphany of awesome. shite. worst map ever

Fix'd your typo there - Daub
Commented 14 years ago2008-12-03 21:40:34 UTC Comment #5489
+terrain looks superbly constructed
+terrain texturing
+general construction
+decal use

-stuck points
-walkthrough tapestry/rugs weird
-scale a little large inside house imo (windows height, furnit)
-invisible border--is it just the grade or you have clips?
-sounds? (i was playing music so i might have missed subtle ones)

One thing i found really cool is there were no visual errors which usually come with this type of construction. One way to combat the stuck points might be to make the problem areas func_illusionaries and then put some simple, invisible stuff underneath... illusionaries also give you better clipnode economy ; )

i couldn't find the easter egg and the only destructible item i could find was the poster covering the "Orchid Eater" book. = )

i'll go 5 for shear beauty, errorless appearance, and scope of the terrain (even if you couldn't walk on that much).

* * * * *
Commented 14 years ago2008-12-06 07:56:38 UTC Comment #5259
Thanks for the feedback! :]

The whole errorless rendering thing surprised me a bit too, all earlier test maps with similar terrain had more or less nitpicks with rendering..
Also, I think I know of a way to fix this clipnode thing in the terrain, it'll be surely implemented in an upcoming map utilizing the same theme.
And no, the easter egg isn't the book, however, it is tied to the secret somehow.

Map took 2nd place by the way.

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