cs_tenacity_v1 (32 player)

A Medium-Sized Complex/Facility map with a mish-mash of interesting map features to help spice up gameplay.

This is the first version of cs_tenacity. There will be bugs, there will be newbie techniques. Provide constructive, helpful criticism and help me get better.

cstenacity was a project I began working on once I discovered it would be physically impossible to compile aimopposition on Normal in VVIS. It was a culmination of interesting concepts that I pooled together into a Complex-Themed Map. Things like controllable Gates, Shutters on Windows, Cameras, and Swining Targets are the sort of things you can expect to find in this map. The 2 lights in the dark corridor were supposed to be dynamic, but they lagged the map badly.

This map was made entirely by me, Nexolate. Special Thanks go out to Woo, who taught me the basics of Portalling, and for the inspirational maps he makes. You may not copy, edit or redistribute this Map without my explicit permission.

Enjoy.

EDIT: 32 Player Version released.

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Comments

  • nay0r's Levels
    • P2: Drudge
      Points: 5,240
    • E2: Guide
      EF: 28
    • C1: Member
    • A7: Legend
      Account Age: 11 years
    Posted 5 years ago

    So when are you expecting v1.1? am just interested into seeing what to change really

    Bananite
  • Nexolate's Levels
    • P1: Beggar
      Points: 966
    • E1: Helper
      EF: 6
    • C1: Member
    • A5: Veteran
      Account Age: 6 years
    Posted 5 years ago

    Just came in to announce that I'm hoping to create a 1.1 Version of this map with some minor aesthetic and gameplay changes.

    In response to Drimp: Firstly, the map was designed to be very bland and grey-ish. It's a facility/complex overall, even though some areas don't quite blend.

    As for the lighting colours thing, I prefer to go with a more realistic sense of lighting than something like orange.

    I am planning on changing a few wall textures for version 1.1 though, so thanks for your input all the same and 8 is a kind rating indeed. =)

    Your average Mapper
  • drimp's Levels
    • P2: Drudge
      Points: 7,351
    • E3: Tutor
      EF: 66
    • C1: Member
    • A6: Elder
      Account Age: 6 years
    Posted 5 years ago

    Well the first screen does not look bad. Could use more detail. Looks a bit plain (but that is in all the screen shots. In the second one the sofas dont go with the map. The lighting is not too good. Use different colors. For this map you should have used orange colors. Have a look at my maps. See how I use lighting. It really helps maps. In screen 3 it looks really bland. Same with 4. You used some vending machines in screen 4. It makes the map look like a zombie mod map. Screen 5 is still bland and is really blocky. Same with the last one. That one looks really.. really bland and not too good. So in later maps you should try: -Colored lighting -More detail (less bland) -better brush work

    Read some more tuts. Have a look at other peoples maps. Just keep mapping and over time you will get better. Good luck.

    8.3 / 10 Nice simple map. Also if it lags, did you opmotize it? Make all the brushes you cant see the nodraw texture. Best way to do that is too make the map with nodraw. Then texture it.

    User Title
    Mapping Imp
  • AlexGv1's Levels
    • C1: Member
    • A5: Veteran
      Account Age: 6 years
    Posted 5 years ago

    Visually stunning, a lot of work has gone into this.

  • Nexolate's Levels
    • P1: Beggar
      Points: 966
    • E1: Helper
      EF: 6
    • C1: Member
    • A5: Veteran
      Account Age: 6 years
    Posted 5 years ago

    I don't think a vent would break from a couple small-arm pistol rounds anyway. ;P

    Your average Mapper
  • mookie gc's Levels
    • P2: Drudge
      Points: 2,322
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years
    Posted 5 years ago

    The vents are much too difficult to knock out with a pistol.

  • Nexolate's Levels
    • P1: Beggar
      Points: 966
    • E1: Helper
      EF: 6
    • C1: Member
    • A5: Veteran
      Account Age: 6 years
    Posted 5 years ago

    @ nay0r:

    Thanks, I try my best. And I do try to make frequent use of Decals when I can to spice up the envirnonments without going overboard.

    As for the whole texturing thing, I go through a general filtering process then select the one that fits best. In most cases there'll only be one texture that'll actually work with the surroundings, and that's the one I go with.

    But yeah, more detail on the walls, roofs and such. Thanks for the criticism.

    Your average Mapper
  • Miniman94's Levels
    • P1: Beggar
      Points: 222
    • C1: Member
    • A6: Elder
      Account Age: 7 years
    Posted 5 years ago

    Pros: Lots of detail, Great Layout Improvements: Make vents wider Notes: Awesome job!

    User Title
    Munch...Munch
  • nay0r's Levels
    • P2: Drudge
      Points: 5,240
    • E2: Guide
      EF: 28
    • C1: Member
    • A7: Legend
      Account Age: 11 years
    Posted 5 years ago

    I think mookie said it spot on really, its a great map for one of your first maps m8, let me give u a tip.. never use the first texture u come across in most of my maps ill spot better textures when developing the map as ill end up replacing serveral wall/floor/roof whatever textures around alot, and possibly some parts may change more than 2/3 times, defo some more trims and stuff to define the tops of walls and around the edges of floors, i.e in the 3rd shot u could have checkered trims around the ramps and edges of the higher walls etc, and just generally more depth to some of the flat roofs even if its a metal beam or something like that or a vent just those extra details really help, also i would use decals/overlays to your advantage i find them a really nice and easy way to enhance your environment weather its a grid or a stain on the wall or even rubbish on the floor, nice map tho i do like the effort u have gone by with making this map, it defo shows and good luck with your future releases m8

    Bananite
  • Nexolate's Levels
    • P1: Beggar
      Points: 966
    • E1: Helper
      EF: 6
    • C1: Member
    • A5: Veteran
      Account Age: 6 years
    Posted 5 years ago

    I've only started mapping recently, so I'm still getting the basics of Hammer down. But thanks for your well-worded criticism, custom textures are next on my list.

    Your average Mapper

Credits

Submitter
Nexolate's Levels
  • P1: Beggar
    Points: 966
  • E1: Helper
    EF: 6
  • C1: Member
  • A5: Veteran
    Account Age: 6 years
Nexolate (Creator/Co-creator)
Key Authors
Nexolate
Unknown

Rating

8.88/10
Based off 4 rating(s)

Additional Info

Development State
Final/Stable
Version
1.1
Maximum Players
32

Stats

Post Count
11
ViewCount
2,136
Downloads
452
Date Added
5 years ago
Date Modified
5 years ago

DevNotes

Hammer, Adobe Photoshop CS2, VTFEdit, and of course Counter-Strike: Source.

License

N/A

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