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a tale of two maps
full article (polls, links, images, and text) @ http://csnation.totalgamingnetwork.com/articles.php/map_214/

by peagle
tuesday november 15th, 2005

This week we bring you two custom maps from opposite ends of the creative spectrum. One offers unparalleled playability by standing on the shoulders of the de_dust giants, while the second is one of those rare moments where a completely original concept takes flight.

de_dust3
Created by Alex Zarubin
Spawn points: 30
Download size: 22.5MB (uncompressed)


[ad]Not to be confused with DaveJ's "actual" third dust, de_dust_pcg (http://blog.johnsto.co.uk/?action=view&id=79&PHPSESSID=4e5c5ce5f14742a6c4cef36a3e6f0a3e), this remix was released at the beginning of the year complete with clipping brushes ;-) and has gained popularity steadily.

Now, I don't use the word remix lightly: The map unapologetically borrows design from it's namesake. Dust veterans will find the much of the layout and structures familiar - to the extent of lending them a subconscious hand in dealing with choke points and bombsites. Equally there's no new textures to speak of, and true to the original, the CT's still hold the advantage here.

However, to suggest dust3 is merely a chop shop of its predecessors in no way does the map justice. This is a map that takes everything great from the original legacy, and tilts it on its side just enough to make it all new again.

The choking corridors of the original dust have become a cavernous market hall offering pillars for cover, and abundant opportunities for suicide 'nades. With this development the four exits now face each other requiring constant cover from your teammates less you get mowed down from the flank. This open layout combined with the short distance to the underpass - the map is much smaller than its counterparts - is less likely to encourage camping than dust mark one.

The familiar underpass through to the bombsites now jogs to the right, and thanks to the short distance from CT spawn, is even easier to defend than its predecessor. However by keeping multiple lines of sight open through the marketplace, whomever holds the hall will steal the advantage and control the underpass. As ever, this is a dust map that depends on successful rushes fortified with sniper supremacy. True, like most customs, dust3 will never see the light of match play, but as a public defuse map it excels. In delivering just the right balance of tactical team play, and balls to the wall bloodied combat, you'll be back more often than a crack addicted terminator.

Lastly, I'd be remiss to forget the musical inclusion of Gortoz A Ran - J'Attends sung by Danez Prigent & Lisa Gerrard from Hans Zimmer's Black Hawk Down soundtrack. This haunting track echoes down from a radio placed T side of the underpass, and is, dare I say, a masterstroke. Fitting perfectly with the mood of the map, you'll wish the melancholy vocals were in every room while you're bringing forth havoc.

All in all, a worthy fan tribute to the dust legacy: Originality be damned this is a hugely playable map that demands server time again and again.


(http://csnation.totalgamingnetwork.com/image.php?id=39900)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39900.jpg


A lone sniper covers the center hall

(http://csnation.totalgamingnetwork.com/image.php?id=39901)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39901.jpg


Breaching the bombsite doors

(http://csnation.totalgamingnetwork.com/image.php?id=39902)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39902.jpg


CT's defending the underpass

(http://csnation.totalgamingnetwork.com/image.php?id=39903)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39903.jpg


Beyond these CTs lies bombsite A

(http://csnation.totalgamingnetwork.com/image.php?id=39904)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39904.jpg


Bombsite A

(http://csnation.totalgamingnetwork.com/image.php?id=39905)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39905.jpg


Rush!


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

Play it now! Download de_dust3.zip (http://csnation.totalgamingnetwork.com/files/maps/de_dust3.zip)


Looking for something completely different? Page 2 holds the answer, and your car keys ya' drunk lush..

[ad]cs_noir
Created by Alex Roycewicz
Spawn points: 40
Download size: 12.7MB (uncompressed)


From the mastermind behind de_crookcounty, comes the wonderfully original map cs_noir. No need to adjust your flat panels, this is indeed in glorious black and white, and while the name harkens back to classic film noir, as soon as you join the bloodshed you'll most likely be thinking Sin City.

Utilizing an overlay to do something more fanciful than enabling drunk mode, this map positively drips with atmosphere. Sure it's simplistic — two opposing buildings and road — but it feels like a real place, a dangerous, cold, and dark place to kill or be killed with no quarter given.

Teams spawn within the buildings on opposite sides of the street, so the initial skirmish is almost always defined by some raucous window to window crossfire. You'll duck for cover behind countertops in the cramped grayscale interiors while shells smash bottles over your head, and 'nades ricochet and explode into stark white flares. Enemies are harder to see in this twilight, but you'll pinpoint their positions once the bullets fly. The regular source gun flare is far more spectacular and dramatic in monochrome, lighting up the alleys and rooftops like strobe lanterns.

Control of the rooftops is key, then leading an aggressive charge into the opposing building to rout the rest of the enemy. Wall spammers will find delight in being able to track and kill their enemy, as almost every brush is thin enough to breach. Once inside enemy territory it's a heart pounding room by room search, without enough room to swing a cat, unless it was an incredibly patient cat that could take a couple of nasty cracks to the head.

Now close quarter combat is a founding stone of cs, so you may be thinking there's nothing new here, and in terms of the type of action — it's essentially small scale deathmatch — there isn't. But I've failed thus far if I haven't yet evoked the different plane of intensity, and immersion, you'll experience in playing this after your usual rainbow of official maps. It's a desolate, bleak landscape, with nothing but gunfire for color, you'll feel gritty playing it; willing each round to another dramatic close.

It's not perfect, of course. When players join the game your screen will disconcertingly flash into a drab color filled world, then back again. Depending on the level of your graphics card you'll experience more such glitches in the overlay (and it won't work at all with older Nvidia cards). Speaking of hardware, it's no friend to fps - expect geriatric machines to drop to their Ben Gay slathered knees during firefights. Newcomers to the map will almost certainly find themselves trapped in the cramped rooms, trying to find the road only to end up in yet another monochromatic lavatory. And.. of course, you'll deal with every other player complaining that Steam broke their color.

But these, at the end of the day, are minor, minor inconveniences. For what we have here is a fantastic concept map, deserved of praise for taking a pioneering step forward. For this represents what is best in the modding world - a new idea, executed about as well as anyone could hope, and on that level alone, it succeeds.


(http://csnation.totalgamingnetwork.com/image.php?id=39906)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39906.jpg


Very. Close. Quarters.

(http://csnation.totalgamingnetwork.com/image.php?id=39907)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39907.jpg


Terrorism in the alley

(http://csnation.totalgamingnetwork.com/image.php?id=39908)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39908.jpg


Admin down!

(http://csnation.totalgamingnetwork.com/image.php?id=39909)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39909.jpg


Street Patrol

(http://csnation.totalgamingnetwork.com/image.php?id=39910)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39910.jpg


Bad news below

(http://csnation.totalgamingnetwork.com/image.php?id=39912)

image: http://csnation.totalgamingnetwork.com/images/content/t_image_39912.jpg


Birds eye view


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

Play it now! Download cs_noir.zip (http://csnation.totalgamingnetwork.com/files/maps/cs_noir.zip)


With that my friends, it's time to leave you to fester until next time. Love them, loathe them, feel we should review your favorite map? Speak up now or forever hold your prop_physics.(http://csnation.totalgamingnetwork.com/comments.php?id=8104)

post comments @ http://csnation.totalgamingnetwork.com/comments.php?id=8104

—peagle, send feedback to jimmyego@yahoo.com

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