de_Naga

This is my second map ever and my first bomb/defuse map. Hope you enjoy.


- Concept: When I decided to create this map, my original idea was based on a previous map that I started a few years ago but never finnished. It had some mystic purple & blue lights inside some buildings that resembled a sacred place. It was getting really cool but unfortunnately I never had the patience to finnish it. So I started this map with that idea in mind, but I was also inspired by the de.Dust map's environment and I actually started by recreating Dust's Terrorists spawn (wich now has turned into a bombsite). Then, as the map advanced and I chose some textures for the walls, it started to remind me of de.Aztec. I liked it and so I decided that the theme of de.Naga would be inspired on that map while the colors and ambience would be inspired in de.Dust and in my old map. Then I had to get really creative in order to solve some structural problems and later on I added some details like pyramids, water, wood, debris, etc... Originally, de.Naga only had 2 routes - one for each bombsite - but I thought it was too straight forward and so I decided to add a third route - wich is a middle route that links both bombsites - and it added a little more strategy to the map. Later on, and when the map was ready for the final stage of creation, I decided to change almost all the texturing (only the dust floor remained unchanged), to create another area and to move the bombsite A there. Then, when I finally decided it was done I started creating the 3D skybox (wich is done) and I tried to create a Radar Overview but had some problems doing it and so I decided not to include it on this version. Maybe I'll try to do it again when I port (if I do so) this map to CS - Global Ofensive. So, de.Naga has a common concept (because there's a lot of maps with a "de.Aztec meets de.Dust" ambience) but with some original details. --------------- FINAL VERSION RELEASED! Download Note: If you have downloaded an alpha or beta version, you should download again - the FINAL version is out now. ------------------ Thanks! Janus
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  • USF|Jack avatar
    USF|Jack
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    2 years ago:

    Good map actually. I like the layout and harmonic design. But design is very repetitive and map becomes boring somehow. It needs some variety in design and detail. Also a radar is highly needed for such a map. Keep on the good work!

    Savvy?
  • Janus avatar
    Janus
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    2 years ago:

    Posted by ics Also while i'm at it, i might aswell mention that also if you have odd-shaped displacements, compiler will sometimes go insane. So you could just make them flat displacement first and see how they compile.

    Usually displacements are not the issue, it's some brushes not made to func_detail that take long long time to compile, especially on -final option.

    Generally, CSS maps should compile within 15-30 mins if they are made "correctly".

    Hmm... I have most of the structure and all of the details turned into func_detail. I'll dive a little bit more into the optimization topic before releasing the final version though.

    Thanks for the comments!

    Mapper
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    2 years ago:

    Also while i'm at it, i might aswell mention that also if you have odd-shaped displacements, compiler will sometimes go insane. So you could just make them flat displacement first and see how they compile.

    Usually displacements are not the issue, it's some brushes not made to func_detail that take long long time to compile, especially on -final option.

    Generally, CSS maps should compile within 15-30 mins if they are made "correctly".

    Your worst nightmare
  • Janus avatar
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    2 years ago:

    Posted by ics No displacements? You need to make them power of 3 MAX, preferably 2 if you can but if you make them 4, compile will propably fail.

    As for map overview, https://developer.valvesoftware.com/wiki/Level_Overviews

    PS: i assume you don't already know this but with displacements, only make the face on top or side as displacement, not all 6 sides of the block. Pick only the faces that you need, destroy the rest.

    I made the displacements level 3 and I chose all the sides of the blocks I needed to in order to apply a proper displacement (or else some walls would disappear ^^)... but unfortunately, my computer will burn before compiling the map!

    Maybe I'll try it later on with level 2, but right now I'm focused on releasing a non-displaced version of it so that I can move on to other projects that I already have in mind. ^^

    And thanks for the link. I'll make sure to check it out as soon as I finish some modifications I'm making on the Terrorist's spawn.

    Thanks!

    Mapper
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    2 years ago:

    No displacements? You need to make them power of 3 MAX, preferably 2 if you can but if you make them 4, compile will propably fail.

    As for map overview, https://developer.valvesoftware.com/wiki/Level_Overviews

    PS: i assume you don't already know this but with displacements, only make the face on top or side as displacement, not all 6 sides of the block. Pick only the faces that you need, destroy the rest.

    Your worst nightmare

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Key Authors
Janus
Mapper

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Janus avatar
Janus
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Rating

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Details

Development State
Final/Stable
Version
1
Maximum Players
32

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5
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3,813
Downloads
2,015
Date Added
2 years ago
Date Modified
2 years ago

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