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[CS1.6] Dust 2 2020


seedee
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The following is just WIP content. Skip to the map release post here https://www.mapcore.org/topic/23889-cs16-dust-2-2020/?do=findComment&comment=463281

I've always wanted to make my own dust2 clone with new textures and details, so I'm making this for the 20th anniversary of the game. I'm also making a seperate version of the map for my friends who run a server, and they want me to add new connectors. I would appreciate feedback to make sure it's balanced properly. Here's what I made so far:

20191218041040_1.jpg.9833e0068e41cca6ae6c4ef7300cfe15.jpg

I added stairs from CT spawn to short A (https://imgur.com/lHcu8pI). This would give CTs easier mid control, which is why I have opened the double doors from outside B tunnels to top middle (https://imgur.com/6nlaWdX). I'm considering adding a connector from T spawn to the new tunnel I've made so Ts can access top mid faster, then close off the other doors leading to outside tunnels.

You can also get to B site from lower tunnel with these new stairs (https://imgur.com/eCe28XW). CTs will now be able to see into lower tunnel from short. These windows have been opened (https://imgur.com/8l2Ss1T) (https://imgur.com/hXbLbQ5).

Door from short A (https://imgur.com/cciYw11) leading up to a new window room (https://imgur.com/dN6jS7U) (https://imgur.com/6OulXo2). You can also get to the room from a side door on long A. (https://imgur.com/TRa0NdL) (https://imgur.com/i0ioZtS).

a.jpg

mid.jpg

ct.jpg

Edited by seedee
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5 hours ago, blackdog said:

This is impressive, pushing Goldsrc to the limit… I would only argue with the draping in B, the poles are too in the way of Ts rushing out of tunnels, and the Egyptian symbols seem out of place. Tunnels is a bit too dark.

I just love torturing old game engines! Just checked the original dust 2, and I'm surprised by how bright the tunnels actually were. Thanks for bringing this to my attention. As for the poles, they won't cause issues with collison.

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On 12/27/2019 at 4:43 AM, fewseb said:

Is that not just the same theme as the original CSGO dust2, there's only so far you can go with the war torn middle eastern city theme.

I think you'll find the original basis for the map was Morocco, which although is close to the middle-east, it's north-west African coastal area.

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3 hours ago, Mitch Mitchell said:

I think you'll find the original basis for the map was Morocco, which although is close to the middle-east, it's north-west African coastal area.

The original CSGO dust2 was not set in Morocco, it was very clearly going for the "Iraqistan" vibe as evident by the mosque on dust 1 and the various signs and graffiti in arabic across both maps. Also why they used the IDF as ct models. Mirage is also based off Morocco and on that map they used frensh and arabic to get they point across, but also didnt use the IDF as their ct models. Current CSGO Dust 2 is very clearly base on Morocco.

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On 2/26/2020 at 7:13 PM, fewseb said:

The original CSGO dust2 was not set in Morocco, it was very clearly going for the "Iraqistan" vibe as evident by the mosque on dust 1 and the various signs and graffiti in arabic across both maps. Also why they used the IDF as ct models. Mirage is also based off Morocco and on that map they used frensh and arabic to get they point across, but also didnt use the IDF as their ct models. Current CSGO Dust 2 is very clearly base on Morocco.

We might be talking cross-purposes here, but I've re-read your original comments and I think I have confused what you wrote with something else somehow. Apps for the misunderstanding.

The original map of de_Dust2 going back to the very first iteration is based on Morocco.

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On 2/27/2020 at 11:50 PM, fewseb said:

Not even close, the Original dust was based off screenshots for one of the versions of TF2. Which itself was based of a generic middle eastern theme.

I've looked into this at length now, and cannot find anything to support the idea that De_Dust2 is located in the middle-east, but on the other side of Africa.

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