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in russka, map ports you
full article (polls, links, images, and text) @ http://csnation.totalgamingnetwork.com/articles.php/221/

by Son of Battles
thursday january 19th, 2006

de_russka
Created by Brute
Spawn points: 24
Download size: 17MB (uncompressed)


Guest review by |ESF| Son of Battles

Brute's port of his de_russka to source makes for an excellent conversion with great fps and the same great play as the original.

[ad]Set in a Siberian industrial yard, heavy snow has fallen, and the box-hating terrorists are once again out to blow up their cubic nemesis. The setting feels genuine and avoids the paintball arena feel that plagues many CS maps. Attractive but simple textures manage to preserve the realistic look of the map without sacrificing performance.

It's a great map for competitive play, the first contact points - where opposing teams are likely to run into each other - provide several entrances and levels of attack. A good flash may blind the T team as they run to A but it won’t prevent players from picking off the CT team as they try to clean up after the flash.

Both CT and T spawns are close to the bombsites because of this, rushing is a practically a mandate on this map. Key choke points on the way to both bombsites are heavy combat zones with multiple levels and entrances for flanking and escaping.

Russka suffers from few flaws (or features ;) the worst of which is a very small area in which to plant. It is also hard to escape the blast radius of the bomb due to the compact design of the target zones.

However, to its credit, both 1.6 and source versions of the map are in league play at CEVO (http://www.cevolved.com/). The map weighs in at a mere 10mbs bz2 compressed so it’s a quick download for pub players though it can feel crowded on a big server.

I emailed Brute with a few questions and he was kind enough to answer:

CSN: Your map seems to lack much of the debris that is common in source maps (random trash on the ground), was this a conscious decision?
Well that is true I didn't bother to add all the random trash and what I call useless debris into the map. While some of it does add to the overall flavor and thematic elements of a map I think good design and using elements that don't disrupt the players is a better way of creating a well designed and pleasing map.
CSN: What type of play do you think this map is suited to?
Well I think any type of play works well on this map. I've seen teams rush B the whole half and win a lot of rounds, and I've seen teams who take their time and work various points around the map before choosing a site. I think the map allows for any type of strat caller to develop a good amount of variety. As a CT a lot of teams like to push the middle of the map to cut off certain other points on the map so they can stack elsewhere. I've seen teams who do this quite well and others where it spells disaster. It just takes practice.
CSN: I noticed on your website that you do concept art for your maps, is this a common thing for map makers to do? Do you do it for every map?
Well I don't know too many mappers at all so I can't answer that question. As for me, yes I do concept art for every map I've created over the last three years, and I have countless sketch books with those designs of maps created and some yet to be designed. I'm a firm believer in pre-preparation and I think it makes the mapping process go faster and become easier to develop what's on paper into the game.
CSN: I see from your website that you are concerned with realism in maps, with that in mind, what do you conceive of the actual setting for de_russka?
Well realism for maps means a good flow between sites and effective use of Scenery and theme to keep the player immersed in the map. Luckily with source and the expanded engine capabilities it's quite easier to create realism, while CS 1.6 really makes a mapper challenged to create realism. I think all maps should create realistic themes, and Russka was simply a theme based around a snow industrial yard, which was simple in mind and I'm proud of that.
CSN: How do you feel about the source SDK? Is making maps any easier or harder for Source?
Heh, well this is a tough question to answer. As an old school mapper from the days of CS 1.6 I still prefer the later, but there are a ton of elements and features Source SDK added that I'd love to have for CS 1.6 Mapping. As for Source mapping. It takes twice as long in my opinion to create a good and effective source map compared to a CS 1.6 Map, and being my first attempt it was very frustrating until I got the hang of it.
CSN: Do you have any plans to make more maps for source?
Yes, I have at least one if not two other source projects lined up in the future, but probably not until February or March of 2006. They take me a lot longer, and I do have one CS 1.6 Map to create before I get back into source mapping.
CSN: Is there any insight into the maps creation that you'd like to share?
Any insight. Well I generally derive my ideas through some creative thought and combining various references from other maps or games to help generate those ideas. For Russka, there wasn't much creative effort on my part since this was a ported effort from CS 1.6, but originally I used concept designs from call of duty.
There you have it. Overall, Russka remains an excellent map, well worthy of porting to source, I highly recommend you give it a try.

(http://csnation.totalgamingnetwork.com/image.php?id=40640)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_40640.jpg

Cold war corridor

(http://csnation.totalgamingnetwork.com/image.php?id=40641)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_40641.jpg

From T-spawn to A, this is where you choke

(http://csnation.totalgamingnetwork.com/image.php?id=40642)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_40642.jpg

Bomb Site B

(http://csnation.totalgamingnetwork.com/image.php?id=40643)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_40643.jpg

T-Spawn ski slope

(http://csnation.totalgamingnetwork.com/image.php?id=40644)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_40644.jpg

Pushing back the terrorist rush

(http://csnation.totalgamingnetwork.com/image.php?id=40645)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_40645.jpg

Bombsite A



image: http://img.csnation.net/news-left.png

Play it now! Download de_russka_source.zip (http://csnation.totalgamingnetwork.com/writeable/downloads/maps/de_russka_source.zip)



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