de_escape

recompiling of as_escape for bomb defuse mission

I know! I know! I know! First forest, now this! Honestly I am not trying to make a career out of revamping other peoples maps, I promise! Actually there is little comparison between this and forest... forest was a project that I took a long time over and went very deeply into the structure and editing. In contrast this project was much simpler and quicker.

So de escape? Well the original version of this map was made for VIP hostage mode and the last version of it went by the name as _escape _beta _v8. It was made by a guy called Skitz (www.KrookedGaming.com) who is better know for his huge conributions to the VIA servers and server scripting generally.

A friend who knew this map showed it to me and asked if I could make it possible to play again is CS:S either as a cs or de map. Looking at the structure I thought it could be quite fun as a de map. I contacted Skitz to ask him if he minded. I didn't know Skitz at all before this, but as it turned out he's a great guy and has been very involved with the conversion of his map. He gave me a lot of feedback and ideas and in the end this version of de escape comes to you with his blessing.

Converting from one gameplay type to another is by no means guarenteed to work, in many cases it's discouraged, but that said there is no reason it cannot work either. I am concerned about balance in this map, we spent a lot of time discussing it, which is why we decided to put it out as a beta. If people like the map but it turns out to be too one sided then let me/us know and we can make the changes accordingly.

Like I said I haven't made too many changes to this map. I obviously had to adapt the structure for bomb defuse gameplay, but other than that I have tried to keep the changes to a minimum and leave as much of Skitz's original work as possible. There is however one minor problem and that the console error:

"too many vertex formats in frame, whole world not rendered"

Now actually theres a lot of maps out there that have this (nightfever for example) and it doesnt interfere with gameplay. Normally I never release maps with console errors however, without going into complex details, this error is not caused by one thing within the map that can be fixed... its a general brushwork/texturing related error. The point is that I managed to reduce significantly the number of places where this error occurs, in fact now there is only one place in the whole playable area of the map where the error crops up, however if you go into free view and fly above the map you will see the error more.

If the error anoys you, type this in console:

con _filter _enable 1

con _filter _text _out "Too many vertex format changes in framce, whole world not renedered"

Thats about it, hope you like the map. A big thanks to Skitz for his feedback and help.

k@rt

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Comments

  • K@rt's Levels
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  • Atomic Waffle's Levels
    • P1: Beggar
      Points: 160
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      Account Age: 10 months
    Posted 8 months ago

    Just to let you know, currently the links are broken for the download. Please fix it, I really would like to try this map.

    • Thanks x 1
    Waffles.
  • Gunzii's Levels
    • P2: Drudge
      Points: 1,273
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      Account Age: 2 years
    Posted 8 months ago

    Love the concept and layout!

    Banana-man
  • James_productions's Levels
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      Points: 475
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      Account Age: 2 years
    Posted 9 months ago

    looks nice :)

    just little mapper :D
  • K@rt's Levels
    • P3: Peasant
      Points: 8,480
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      Account Age: 3 years
    Posted 9 months ago

    Hi Everyone!

    Thank you all for the comments and feedback. For the most part I agree totally with all your points and suggestions, definitely regarding the lighting and soundscapes, for example. If this map had been all mine originally I can promise you that there would be different lighting and sounds. I always put soundscapes into my maps as I think its important for atmosphere, and I agree the lighting needs an overhaul.

    To be brutally honest it was a question of balance for me. To do everything you are talking about well is quite time consuming and as this map isn't really even mine to begin with, there was simply a limit to how much time and effort I was prepared to put in. (I did actually change the lighting a bit from the original version I had to work with as it was very severe). I was happy to spend a few days working, converting and fixing this, but it wasn't something I ever intended to spend weeks of my life on.

    For this beta version my intention was to get the map working and in an "acceptable" state for play... and despite the fact that all your points are valid, I think I achieved that. There are still definitely flaws, I am probably more aware than anyone right now, however the map does work. What happens next depends on whether people like the map and want to play it. If they do the yes, maybe I will spend mroe time fixing the lighting etc.

    The reason I didnt make the roof of bombsite B breakable was that the way it is now means that in order to control the bombsite, the team really needs to control 2 separate areas; the site itself and the roof - and I thought this could make for some interesting strategies. If the glass is breakable then the roof no longer really a separate area from site B, which makes Ts task far easier... they can storm the roof then simply drop down onto the site, rather than having to fight their way through the building.

    I take your point about the distance between the sites though. Its true that if the player is on site B then they have to go out the side window, down that ladders and along the whole street. Maybe this could be improved... maybe a fire escape setup out the wall where the projector shines now could work?

    Thanks again for the feedback and comments, in the meantime, hope you enjoy the map.

    I'm off, GO awaits!!!

    Messiah
  • Bobito Pawner's Levels
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    Posted 9 months ago

    Cool man!!!, keep it up :D

    User Title
    Milkshape 3D Animator
  • USF|Jack's Levels
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      Points: 1,803
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      EF: 14
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      Account Age: 2 years
    Posted 9 months ago

    Looks quite promising! Layout is very interesting! Thx :)

    As it's a beta I provide some points to reconsider. In my opinion there is a quick link from A to B needed, coz it takes too long to get from A to B. What about a ladder from the street to one of the windows at B? And why not make the roof windows at B breakable? This would provide another interesting opporunity. Sewerage seems to be too complex/difficult to intentionally find the way I think. Maybe consider to reduce/shorten this underground part. And there are couple of mistakes: When u slip down the slip-shaft to the underground, there is a little shape without textures. The train above A has no rails. The helicopter at CT spawn has no sound. In general I think you should add some soundscape everywhere, also at underground. And if you give it a rework, pls add some more detail (decals, objects, like garbage in the streets etc.) - many places inside and outside look quite plain and empty. An improvement can also be done to the radar. It looks nice but would be great to clearly draw out the walkable area and cut the rest out. Hope you will consider those suggestions. Looking forward to the final version!

    Savvy?
  • mathieucore3's Levels
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    Posted 9 months ago

    looks awsome

    cs:go swat
  • KiLlEr10312's Levels
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      Account Age: 2 years
    Posted 9 months ago

    This map doesn't look half bad actually. It's counter strike mapping at it's best in my opinion. The only gripe I can find is the lighting is way to simplistic, with some rooms having light but no source.

    User Title
    "TheKillerMan"

Credits

Submitter
K@rt's Levels
  • P3: Peasant
    Points: 8,480
  • E2: Guide
    EF: 21
  • C3: Moderator
  • A4: Graduate
    Account Age: 3 years
K@rt (Creator/Co-creator)
Key Authors
VIA Skitz
Creator: level design, mapping
g-maps (k@rt)
de conversion, update and fix
Unknown - to be updated if possible
Custom models, helicopter and hummer

Rating

9.61/10
Based off 9 rating(s)

Additional Info

Development State
Beta
Version
1
Maximum Players
64

Stats

Post Count
9
ViewCount
5,513
Downloads
3,258
Date Added
9 months ago
Date Modified
9 months ago

License

Creative Commons Licence
de_escape by skitz, g-maps is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

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