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Running distances are not too long, so you can rush to a bombsite quite quickly if you risk passing some hideouts without checking first. The use of cover such as foliage, crates and container tanks that you can climb over at the bombsites makes things even more suspenseful.
The atmosphere of the classic Stalker was translated quite well into this map, maybe it is brighter and less ominous, but CS is a tad more casual game right? The soundscapes and lighting were done nicely too. Pure love for how the jumping and climbing distances were crafted here, with the help of a teammate you can get ontop of lower buildings. I´m sure here is room for player creativity and surprising the enemy is the best part, at least for me. Probably dust rushers and 2D corridor aimers will find this map too open as you can get shot from many directions. So I guess it´s more for the folks who like nuke, compound, cache, assault and those sorts of maps. Ergo → me
I really was enjoying playing it with bots yesternight. Allthough one thing about bots on here is annoying, they get stuck at the wide factory door near one of the bombsites visible on the 3rd screenshot.
The map features buildings that you can actually enter, yes old story I hate doors that are pure texture and won´t open in CS. Therefor we got more than the usual 3 routes to bomb sites here. Awesome! The whole thing seems large, because of different accessible height levels. So the central factory with it´s different staircases and floor levels (cellar!) is the best thing about it. Trainyard and both bombsites are ok, the side area where you can break some 2 piece entry vents could be better in my opinion. Texturing is done ok, except the stone wall between trainyard and the wood shed at T spawn are too hard edged for my taste. More props & a little more work in this area would improve things.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=177522844
Thank you very much, kilo!
Please try to solve this problem...
Excellent map! But what about full analogue for agroprom map from Stalker? It looks pretty fine also
Now it's all complex corridors and dark tunnels that nobody needs. It takes away what made this map special.
Also, the overdone depressing grey industrial look doesn't help making this map more appealing, either.
I playing this map, and I hope you will keep improving it. Thanks!
There is sufficient information provided by Valve on Nav Meshes here: https://developer.valvesoftware.com/wiki/Navigation_Meshes ,
including adding Place Names: https://developer.valvesoftware.com/wiki/Navigation_Meshes#Adding_place_names .
Also see: https://developer.valvesoftware.com/wiki/Navigation_Mesh_Commands#Place_name_commands
Great map! Thank you! "Like it" and "Favourite" more than once is a must.