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De_AZTech (early beta)
   
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Game Mode: Classic
Tags: Map
File Size
Posted
Updated
22.785 MB
15 Jun, 2016 @ 3:43pm
19 Sep, 2016 @ 2:13am
9 Change Notes ( view )

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De_AZTech (early beta)

In 1 collection by HoT Ho11oW PoiNT
Aztech
1 item
Description
Please also check out my other project, de_tenebrous: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=197054213

DE_AZTECH

Shipments of damaged radioactive materials and fuel rods from the recent Cedar Creek Nuclear Power Plant terror incident have arrived at the A-Z Technical Logistics shipping center (AZTech for short, a division of RadCorp).

Using a compromised worker at the massive rail and truck yard the Phoenix Connection has gained knowledge as to the whereabouts of the dangerous goods, and plans to use a small amount of C4 to inflict massive casualties by dispersing the radioactivity throughout the urban center ... a dirty bomb.

Seal Team 6 has been quickly deployed to the AZTech complex via helicopter after recieving intelligence that a moving van with Phoenix Connection markings was spotted in the area.

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A re-imagining of the classic de_aztec (original credit to Chris 'narby' Auty, additional credit to Valve/Hidden Path/Turtle Entertainment) using almost entirely high resolution content from Valve's recent remakes of Train and Nuke.

Layout changes have also been made, most noteworthy:
-moved bombsite from top to lower area
-re-oriented main entrance to main battle area (like train did when re-issued)
-added new 'squeeky' door into main battle area
-re-worked the CT half of the map to eliminate seldom used wrap-around, while at the same time facilitating moving both teams spawns closer to the action
-additional path undernieth what used to be refered to as 'stairs' (which is now a hut roof)
-removal of most overly-long sniper angles (most extreme cut almost in half)

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Known bugs/issues/things still to do:
-still lots of clipping to do on train cars and crates (especially running in underpass areas will be easier in the future)
-bots are pretty dumb
-still lots of details models to add, and displacements to create for rooftops
-missing crane parts
-main area and skybox 'sewing' done very poorly for now (until layout is finalized)
-tweak radar to be multi-level
-some areas may still be accesable when they are not supposed to be (need player clipping)
-some missing grenade clips from fences, and train 'dugouts' (fixes are coming)
-visual bugs with shadows on garage style doors (need to be put back to brushes from func_brush, but have to carve out wallspace first)
Popular Discussions View All (3)
2
2 Jul, 2016 @ 6:53am
FEEDBACK
HoT Ho11oW PoiNT
0
28 Jun, 2016 @ 3:53pm
BUGS
HoT Ho11oW PoiNT
0
28 Jun, 2016 @ 3:52pm
SERVERS
HoT Ho11oW PoiNT
18 Comments
🅱🅻🆄🅴🆁🅰🆈™ 8 Apr, 2019 @ 2:57am 
Really enjoying the layout of this map and the interesting colour scheme :coolmonkey:. However, there is significant fps drop apparent at both spawns, more noticeably at CT spawn... It would be awesome if this map can be continuously improved as it has major potential! Really hoping to see an update soon champ :greenwizard::greenlike:
HoT Ho11oW PoiNT  [author] 9 Oct, 2016 @ 11:47am 
Thanks for the heads up, I will add some higher player clips so that this doesn't happen.

:D
siXtreme 9 Oct, 2016 @ 2:32am 
I dont know if you still work on this map, i hope you do because this map is awesome. But there are some places where you can runboost completly out of the map, at T Spawn, CT spawn and at the B bombspot.
Furiosa 20 Sep, 2016 @ 7:27pm 
well
moatze 20 Sep, 2016 @ 12:45pm 
Just came from the reddit playtesting, here is my oppinion:

1-You have to add way more clipping. It's anoying to stop at every little obstacle, especially the trains in the bottom areas.
2-Remove the helicopter or lower the sound, also remove the birds flying around.
3-Map is way to clusterfuck at the moment, to many angles to hold.
4-Map feels pretty t-sided, when playing ct, I came to the impression that I had no time at all to stop a rush with smokes or anything.
5-Remove the railing CT-spawn to A
6-Doors seem to open always in the wrong direction, no power play possible because I always get stuck in doors
7-Double doors CT spawn can get closed easyily from the other side by trolling teammates
HoT Ho11oW PoiNT  [author] 20 Sep, 2016 @ 5:16am 
Thanks for the feedback, the helicopter is on the list of things to tweak but wasn't enough to hold off on testing another week (and compile times for this map are murder).

The mini-map is tilted because it was the only was I could achieve the sky and shadows I wanted, but if I figure out how to straighten it I certainly will.
2sBs 20 Sep, 2016 @ 3:29am 
Not sure if a bug or intended: the helicopter sound at the beginning is very loud and annoying. Also, the mini-map appeared during playtesting to be slightly off, and tilted, which while is not major, should be fixed if possible.
Supreme 19 Sep, 2016 @ 8:31pm 
Awesome map!
stimpy 14 Sep, 2016 @ 5:42pm 
Fugin fliea dien hiell signed by MoonMan.
:stream::stream::stream::stream::stream::stream::stream::stream::stream::stream::stream::stream:
OwO 21 Aug, 2016 @ 11:18pm 
lol when i was playing on the NA 3kliksphillips de_aztec remake server they changed the map to this one :)