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cs_beirut2 (counterstrike source)

  • Bluestrike
  • March 28, 2005 at 8:35 PM
  • Bluestrike
    • March 28, 2005 at 8:35 PM
    • #1

    Looks like mapcore is back just in time

    cs_beirut 2 download:

    http://www.bluestrike.be/maps/files/cs_beirut2.zip

    Fileplanet:

    http://www.fileplanet.com/files/150000/151759.shtml

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_1.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_2.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_3.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_4.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_5.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_6.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_7.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cs_beirutII_8.jpg]

  • von*ferret
    • March 28, 2005 at 9:20 PM
    • #2

    I like this one much better than the sub one. I'd suggest getting more shadow contrast since you're in the desert. Dunno if this looks anything like beirut from what I've seen in movies. Doesn't look like a total rip off of the dust series so thats a plus. Overall a nice custom map, does it play well?

  • Bluestrike
    • March 28, 2005 at 9:24 PM
    • #3

    reson I called it beirut is because its a sequel on cs_beirut for cs1, so poeple roughly know what to expect.

    The orriginal map had nothing to do with beirut either but I got that map idea after a Chuck Norris movie where he had to rescue someone from beirut

  • von*ferret
    • March 28, 2005 at 9:28 PM
    • #4

    well its a fine map regardless.

  • DaanO
    • March 28, 2005 at 9:48 PM
    • #5

    Actually i think you should've included some cool buildings / features to make it stand out of the crowd of generic town maps (arab generic town maps even!). Add a mosque for example. Add a Saddam statue, an American embassy, anything.

  • Bluestrike
    • March 28, 2005 at 9:51 PM
    • #6

    I tried to stick with the orriginal valve content because my 2d and 3d skills suck

  • DaanO
    • March 28, 2005 at 9:59 PM
    • #7

    Even with only Valve content you could make some buildings that are more than just houses i'm sure.

  • von*ferret
    • March 28, 2005 at 10:02 PM
    • #8

    creativity is an artist's strongest tool

  • MagicTMP
    • March 29, 2005 at 12:05 AM
    • #9

    i like the 2nd pic. draws me in. good work with the displacements and blends. i dont know why i just really like that pic...

  • ReNo
    • March 29, 2005 at 2:08 AM
    • #10

    The skybox displacements in the first pic are what impress me the most. I couldn't really tell you why....just looks cool Nice to see there is a bit of colour in the textures you chose, as it does help differentiate it from the dust clones (sounds like something out of star wars...maybe thats just republic commando getting to me). As Ferret said, lighting could use more contrast - at the minute it just seems like you have a light_environment pointing straight downwards or something. Good job overall though

  • Minos
    • March 29, 2005 at 3:23 AM
    • #11

    Your host doesnt like brazil I guess, your screenies never work for me.

  • MJ
    • March 29, 2005 at 4:08 AM
    • #12
    Quote from von*ferret

    creativity is an artist's strongest tool

    lol

  • Taylor Swift
    • March 29, 2005 at 6:24 AM
    • #13

    Now this looks really nice man. Good job. Awsome.

  • st0lve
    • March 29, 2005 at 1:59 PM
    • #14
    Quote from MJ

    lol

    why is that lol? its true anyway.

  • Thrik
    • March 29, 2005 at 2:13 PM
    • #15

    Looks cool. I'm not sure about Ferret's contrast comment since I think it looks pretty nice with regards to lighting, and thinking logically I'd assume that in real life all the sunlight being reflected around by the end and light surfaces would tone down the shadows quite a bit anyway. The effect doesn't quite look realistic though, primarily due to the complete absence of sand being blown around like in de_dust. I might suggest looking into integrating that.

  • D3adlode
    • March 29, 2005 at 2:22 PM
    • #16

    Looks sexy, definately a worthy sequel to your original map!

    Can't help but feel that some bits such as the the indoors pit in picture 7, looks a bit boring..

  • Slackiller
    • March 30, 2005 at 3:28 AM
    • #17

    I like the map, looks nice.

    submit it to http://csm2.net/ if it's done.

  • RD
    • April 1, 2005 at 7:15 PM
    • #18

    sweet stuff from as usual from BS

  • DR@GONFLY
    • April 7, 2005 at 10:52 PM
    • #19

    This map realy shows what cs:source is like :)

    Nice brushwork, I LOVE that windows in the secon't last picture

    good thinking, keep it up.

    greetz, DR@GONFLY

  • static07
    • April 9, 2005 at 5:53 PM
    • #20

    Nice,

    I'm seeing some texture-aligment problems and 1 unit gaps? at the pillar thingies agaisnt the walls? maybe they don't even need to be brick textures, more like solid concrete (or sandstone obviously) Kinda odd that bricks are supporting a brick wall

    I like the detail, that aren't props, looks so much sexier than the dust maps.

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