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Game Mode: Classic
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112.090 MB
Apr 14 @ 7:17pm
Sep 1 @ 4:05pm
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Description
A defusal map designed for compititve play.

Play as terrorists attempting to sabotage a valuable shipment of government property, or as Counter-terrorists tasked with protecting the precious cargo.

Special Thanks to all of those that joined our playtests an
Popular Discussions View All (3)
2
Apr 19 @ 6:20am
[Å] - DieNamenlosen.com only custom
Heipau
1
Apr 19 @ 6:20am
SERVER LIST
★ SF // takkYu
0
13 hours ago
SEPTEMBER 1ST UPDATE
The Horse Strangler
150 Comments
< >
Kırım 11 hours ago 
As long as I can get stable fps on it, unlike black gold, I like it.
Pabinator 11 hours ago 
gabe will be happy
Pabinator 11 hours ago 
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Kaboomz 12 hours ago 
give me your gabe dollars
noob ff gg 13 hours ago 
black doodoo 2.0
zeb [M] Jul 5 @ 2:12pm 
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Captain Рotato Jun 22 @ 5:26am 
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S!LvEr-k2 Apr 24 @ 8:57am 
wher i can go to downlaod...??
The Horse Strangler  [author] Apr 23 @ 10:00am 
@Rusty Shakleford

thanks for the feedback! THis has certainly been an issue that has concerned me as well. And intially I wanted to have more of 'interior' space to help break up the open-ness of the outside dock environment. We'll be looking at ways to improve this. I feel pretty comfortable about the routes going toward the bombsites, but for sure when it comes time to rotate around to another site because the plan failed it unfortunately requires T's taking a longer route all the way around. Definitely not a very ideal solution.
The Horse Strangler  [author] Apr 23 @ 9:56am 
@ham5 Well you have to understand that the bsp is already (on it's own via cubemaps and lightmaps) at ~50mb. This leaves around 130mb worth of free space to ultilize which is fairly easy to fill up. The majority of the assets in the map are custom. Decals, props, world surfaces, ocean flowmap and normal map. This also includes the skybox scenery: Skydome, mountains and fog sheets.

Outside of that I've opted to to create most of my diffuse textures at 1024x1024 and above. Some assets ultilize 2048x2048 sized textures. Because I'm using mostly custom content the overall vram budget on the map is pretty low due to how much I reuse those specific assets, regardless of their intial res cost. So I choose to go pretty big on res for the sake of having cleaner, defined surfaces over blurry ones.

Most custom models ultilize baked normals, and a phong/exponent map for added definition.