8/10 - review at Half_life Atlas "what a release!"
92% A - review at CS Map Archives "This is a brilliant map.."
3/3 - review at St james [=Rêveur des Mondes=] "..une map vraiment sympathique.."
(2003-10-27) de_priory updated for CS1.6 and CS:CZ
Get the new version here:
NEW: Get the nav-file for Counter-Strike Condition Zero bots here: de_priory.nav
Get POD-bot waypoints here: de_priory_podbotwaypoints.zip (by CoCoNUT)Screenshots:
changelog:
DE_PRIORY (1.6)
*re-arranged spawn points to prevent telefragging when playing with 24 players.
*decreased bomb explosion radius from 500 to 300DE_PRIORY
changes since beta2:
*a few more mis-alignments corrected.
*Added overview
*Added intro camera view
*removed env_sounds
.BETA2
changes since beta1:
* lowered or removed r_speed peaks at several places.
* more clip brushes added.
* a few new textures.
* re-aligned textures for better fitting and consistency.
* simplified the brush work.
* plugged the hall of mirrors glitch (thanks Moon)
* removed rock outside cellars
* added thorn bushes
* added some new architecture.
* t:s now start facing the priory
* flattened the ladders
* a few trees outside the walls
* and a lot more....* oh, and some nice easter-eggs. (get your flashlight out for one of them :) )
Thanks to csmapcentral.com and warcry for testing beta1.
I have also decided to publish the textures I made for the map. I ended up making over 220 textures, but only 137 of them are actually used. I have packed 209 of the textures, both used and unused, into a wad for you.
Click here to preview the wad in jpg-pictures
I've calibrated the light settings in Valve Hammer Editor / Worldcraft with the light settings in the program in which I made the sky, Terragen, so that when you step in to the shadows of the map, you can't see the sun. It took a while to figure out how to do it, so I've written a small tutorial for interested mappers.
You can find it here
Contact : manhog@gmail.com
Finishing map :
10%....20%....30%....40%....50%....60%....70%....80%....90%....100%
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zip -
wad -