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09-25-2007, 01:59 PM #31
Re: new map suggestions
Tongli Village was added just about a month ago. It's a small-medium sized map with several winding routes to the hostages through streets, back alleys etc. The navigation file needs a rebuild as the hostages won't follow once you grab them.
http://www.fpsbanana.com/maps/31286
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09-29-2007, 01:35 PM #32
Re: new map suggestions
Two recent DE maps today, Industry and Nordic Chapel. Industry features a foggy industrial area where you have to destroy a train or warehouse. There's multiple route to each area plus a sewer system that runs the entire map with several exits near the sites and the middle. About medium sized.
de_industry
http://www.fpsbanana.com/maps/34847
Nordic Chapel is a larger map with numerous ways to enter the bombsites and some sneaky guarding spots for both teams.
de_nordic_chapel
http://www.fpsbanana.com/maps/34842
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10-02-2007, 11:38 PM #33
New map just released. Where we should all be: de_mentalhospital
http://www.fpsbanana.com/maps/35091
pass the meds..









"The success of what we do depends upon people valuing the team over themselves."
- Wulfyn
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10-03-2007, 01:54 AM #34
Re: new map suggestions
A brand spanking new map, de_autumn was just released today. Autumn is a mid sized clinic setting with indoor/outdoor areas. T's have at least two different routes to each site with a nice mid section where they can change up if they are being hammered at one site in particular. The mid also allows them to flank behind the sites as well. CT's can use two different routes to cut between the sites if need be and each one has a nice overwatch area for snipers. Looks very good and great performance. The nav map needs a rebuild though.
de_autumn
http://www.fpsbanana.com/maps/35159
Battleship is set on a battleship at sea. Wow!
There's a nice combo of routes that span the outside of the ship, the cramped interiors and along the upper decks to reach each route. T's cannot rush this one and expect to survive as you'll be out in the open on some approaches. It takes them roughly 20 seconds to reach each site and they will need people covering them as they move up the ladders along the gunnery emplacements. CT's have a number of defensive spots along the decks or the guns. The night time setting is a nice touch and people using NVG will have a slight edge. Again the nav map needs a rebuild though.
de_battleship_hdr
http://www.fpsbanana.com/maps/25431
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10-03-2007, 01:47 PM #35
Re: new map suggestions
Uploaded Industry and Autumn.
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10-05-2007, 01:33 AM #36
Re: new map suggestions
Another brand new one, de_cross_strike is a remake of the de_cpl_strike that's already on the server. The visuals are vastly superior and the routes are roughly the same but it has an all new layout to boot. Gameplay will probably be about the same as the original map so if you didn't like the original this one probably won't tickle your fancy

de_cross_strike
http://www.fpsbanana.com/maps/35292
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10-08-2007, 02:19 PM #37
- Join Date
- Jul 2006
- Posts
- 529
Re: new map suggestions

de_Forest
-Aaron
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10-08-2007, 03:10 PM #38
Re: new map suggestions
Schwa you dirty fiend i was coming on here to post that map grrrr, very grrrr. (however i second the surrgestion).


"A pessimist sees the difficulty in every opportunity; an optimist sees the opportunity in every difficulty."
Winston Churchill
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10-13-2007, 01:29 AM #39
Re: new map suggestions
This one is about two months old, de_crane. It's set in your typical CS industrial facility type location with two bomb targets, one a set of crates and the other a missle. T's have at least 2 routes to each site plus an extensive vent system that runs through the middle of the map that either team can use to move between site a and b. Visuals are very good and frames are rock solid. There's only sixteen spawns per side though. If this map is okay and we need additional spawns let me know and I'll see if there's room to add some more.
de_crane
http://www.fpsbanana.com/maps/30716
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10-14-2007, 03:22 AM #40
Re: new map suggestions
If you want some hallway action check out de_residentevil2 based on the police department building. One bomb site is in the reception area while the other is in the parking lot. The lot has one main entrance for T's while a second entrance requires some manuevering to get around. If the T's activate the sprinkler system on the rooftop they can open up another entry point to the reception site. Well made and great performance.
de_residentevil2
http://www.fpsbanana.com/maps/24038
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10-14-2007, 03:24 PM #41
Re: new map suggestions
de_crush is a large underground facility type map with several different routes the T's can take to each bomb site. There's at least three ways into each site and CT's have plenty of hiding spots. If the T's are being hit hard on one particular site there's plenty of room to regroup elsewhere in the map and hit the opposing site. The only downside is the lack of info decals marking the site and the routes to it but the overview is spot on and once you've been on the map enough times the routes are easy enough to navigate.
de_crush
http://www.fpsbanana.com/maps/25719
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10-16-2007, 08:14 PM #42


- Join Date
- Apr 2007
- Location
- Norwalk, CT
- Posts
- 2,645
Re: new map suggestions
fpsbanana has a map now that looks interesting de_mentalhospital. I haven't played it but I think we'd all be at home here LOL
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10-20-2007, 04:01 AM #43
Re: new map suggestions
cs_backalleyv2 an older one but might be a nice alternative to the standard Backalley that's on the server now. The layout is the same but with a few tweaks and slight differences here and there. Visuals are much improved over the original.
cs_backalleyv2
http://www.fpsbanana.com/maps/5626
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10-20-2007, 12:52 PM #44
Re: new map suggestions
added
Tongli
nordic chapel
mental hospital
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10-22-2007, 05:17 PM #45
Re: new map suggestions
Another new one, de_devious. It's sent in yet another industrial facility but has a number of routes to each bombsite whether it's several ground routes or crossing over rooftops and coming in through windows. CT's can get on the sites quite fast while T's take an average of 13 - 15 seconds to each site (vanilla CS movement rates). What's interesting about this one is that attackers and defenders are not safe as there are numerous places to be hit from. CT's might have to stay hidden at the site or setup just outside to avoid being picked off. It works both ways as T's on approach are often moving through semi-open areas so smoke would be a must. The only cons are some explosive barrels in CT spawn which could be used to damage defenders as the spawn is right next to the B site and some annoying ambient turbine effects. Both could be easily fixed though.
de_devious
http://www.fpsbanana.com/maps/36610
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