http://steamcommunity.com/sharedfiles/fi…s/?id=947413316
Welcome to Cypress: Welcome to Cypress. Construction crews are in the process of dismantling a decomissioned production and research facility. However, a radical group of terrorists have other plans. Intel suggests that the facility was used for a covert research operation on biochemical weapons. The terrorists plot to detonate bombs around the facility, blasting dangerous toxins into the air. They must be stopped at all costs.
About: De_Cypress is in beta, meaning there are things that still need improving and fixing. This version has been released to open up to playtesting and suggestions. My Current To Do List: -Optimize the spawn areas further. -Improve the navmesh. -Improve deathmatch spawns. -Add detail in some areas. -Update radar for full release.
Notes: -Be sure to give Cypress a thumbs up! -Any comments or feedback is more than welcome in the comments section down below. -Read the changelog to see what has been changed. -Current version: 1.6
Credits:Map Creation: Created By: Noodle King
These screenshots showcase the first version I submitted to the workshop. Since then, I have redone almost all of mid, added tons of vertical detail, redone the background of B-site, fixed tons of bugs, re textured many surfaces, and much, much more. Go take a look for yourself, since the latest version on the workshop contains these changes.
The overhead map of Cypress. I'm fairly satisfied with the basic layout, though changes are still completely possible. Note this is workshop radar, all edited pretty, the in-game one is more readable from a quick glance. I opted for the four leaf clover design, as it seems to work the best in practice. If it ain't broke, don't fix it. Or in this case, make it your own thing. I've spiced it up and made it my own, mostly seen in the bombsites.
This is the title image on the steam workshop, featuring Ct spawn as viewed from just outside the map. The area the screenshot is taken from isn't accessible, it's just scenery. The archway to the right is the entryway into mid for the CT's. Left-center is the passage to B-site.
The T's building to which mid can be accessed. For both ends of mid, I've put white back walls that enhance visibility.
A-site, as seen from an elevated T entry. Behind the picture is a wide hallway that borders the backside of the site. It connects the CT and T entries into the site. Behind the pillars of the main site is the connector to mid. To the left of the connector is the CT entry into the site. To the right of the connector is the T entry.
Ct's passageway into B-site. Not much to say about this area. I think it kinda looks pretty, but i'm still figuring out how to get dynamic prop bottles behind the counter.
B-Site as seen from just outside the CT's entrance into the site. The crane that can be seen in most of the screenshots actually plays a key role as cover in the site. Behind the corner of the building on the left is a second T entrance. Behind the crane is the connector to mid.
The second entrance to B-site mentioned in the last description. A drop down follows the door in the middle. CT's can only access this doorway from B-site by boosting. If you don't have a buddy to boost you back up, this is a one way route.
Note that the images are from the beta, and i'm actively working on improving the map. Also, keep in mind that these images are edited to enhance the colors and contrast. Other than colors, emblem and the brightening of some areas, what you see is what you get.