March 2001 marked the start of my mapping &
falling in love with playing with limitless -- & free -- Lego
bricks! I started with Worldcraft but didn't like the interface,
so switched to QuArK. 6.2c is my favoured version.
My maps combine defusion & hostage rescue. I think it's more fun that
way, since my cousins & I mostly play with RealBots. Don't expect
gorgeous scenery, though, as I wish to keep files small by not using many
custom textures, sounds etc.
Innovation is my game; I enjoy using creative game effects e.g. changing tides
(Canali), extreme scales (HK), long-jump modules (PFS/Thinice), round-based
obstacles (PFS), bouncy-castles (Freefall) & flashbang-droppers (PFS).
In Maulball, pushables become a whole new ball game -- mind the pun!
"Source code" is provided, so feel free to improve the maps.
Do email me your comments, complaints & compliments at
[email protected] (remove all 8's)
-- no spam please! Enjoy :-D
Installation
Unless otherwise specified, use Zip software (I use Zipcentral)
to unzip the .zip file into a temporary directory, then move
files ending in
.wad into your cstrike directory (usually
C:\Program Files\Half-life\cstrike or
C:\Sierra\Half-life\cstrike),
.txt & .bsp into your cstrike\maps
directory, and
.mdl into your cstrike\models directory.
If you wish to edit the maps, unzip .qkm (Quark native format)
or .map (for other editors) files into your editing directory.
One lazy afternoon, Little Donny's toy soldiers mysteriously come
alive in his Lego Dust & Dust 2 models...
Do get GOLEman
if you play csde_dust
for realistic Lego-man hostage models.
csde_pfs is specially developed for & dedicated to our cousins,
most of whom enjoy playing Counter-strike (with RealBots).
This sniper-friendly defusion/rescue map is set on the ground
floor of the old building of Penang Free School in the 1990s.
In csdepa_pfs, players cannot buy arms, but there is equipment
scattered around the map.
If you thought cs_tank was bloody, try cs_freefall!
Players spend most of their time skydiving.
Worry not, as the giant Trampolinux anti-gravity field bounces
you up before you hit Mother Earth. The action takes place
inside a huge hangar & far above de_dust's desert (switches
every round). There are interesting aircraft (& birds!)
to land/ride/hide on, but beware of the chopper blades!
csde_hk is a shotgun/sniper-friendly "Godzilla"-scale map.
A 1:40 scale model of central Hong Kong is about to go on
exhibition when anti-unification terrorists strike.
They plan to bomb the Bank of China tower or the Convention
and Exhibition Centre extension.
csde_canali is a sniper-friendly defusion/rescue map set in
a small Venice village. The killer innovation is rising &
falling tides which cover & uncover areas.
csde_canelli is the prepared-assault version. Players cannot
buy arms, but there are shotguns scattered around the map.
Each team tries to score points by kicking a ball into
its opponent's goal. The ball must be returned to the
centre line before another goal can be scored.
Players can either focus on kicking or resort to some
below-the-belt violence.
My first CS map, csde_skybridge is a hybrid defusion/rescue map
based on the skybridge of the Petronas Twin Towers in Kuala Lumpur,
Malaysia. Ts & CTs duke it out on 5 levels of the bridge (and a
tightrope strung across the base). Since the action takes place hundreds
of feet up, slips are deadly!
csde_thinice is a sniper-friendly defusion/rescue map set in a
symmetrical winter park. Cross a frozen pond with slippery brittle
ice, swim the icy depths or take the land route to the ice castle.
Scouts, submachine-guns, shotguns & assorted items abound.
ka_lode is a Counter-strike knife-arena map based on the original Lode
Runner. Slice & dice your enemies on 6 levels of brick, stone,
ladders, bars, trapdoors & treasure chests! As in Lode Runner,
"drill" (use) brick floors to trap enemies & access hidden areas.
Modded maps
These are maps by other people, modified with the AXE hex editor
(naughty-naughty!)
de_dust, plus CTs can win by escorting 2 hossies from their start area
to T's start area. Since the place is under siege, flashbangs
periodically drop from the sky. Enjoy the 2 long-jump modules too.
I love the look of Xavier's Venice. Pity it's an assassination map,
so the natural thing to do was to mod it. Now the CTs have to lead
2 hostages to the rescue helicopter. This is my first map with rain,
which pours now & then. Other modifications include breakable
stained glass, loud church floor & anti-sniper signboard (!).
Oh ya, find the Italy chickens... :-D
OK, that's not CS, but since I've no Q2 Web site, here goes...
q2dust is a Quake 2 map converted from de_dust. Every weapon, 1 quad,
2 invuls, 2 megas and 1 red, yellow & green armour are present.
There are some rendering bugs though, & walls are too low to
prevent rocket-jumps to the sky.
2 low-poly (9 brushes each) models of the low-end Proton
hatchback are displayed in a showroom with "reflective"
floor. Approx. scale: 1 unit to 1 inch (25.4 mm)
For 10-man 10-second massacres, play in Counter-strike!
These hostage models fit in perfectly in
csde_dust with my
GOLEdust texture set!
Alternatively, rename construction.mdl to
hostage.mdl to have Lego-man hostages in other maps.
Hate losing that C4 backpack & the look of that ugly brick?
Try this reskinned Death Dragon pipebomb C4
& high-visibility backpack.
Half-baked map ideas
If you'd like to collaborate on any of these ideas, do email
[email protected] (remove all 8's)
-- no spam please!
Moving C4
Bomb a boat moving along Canali's canals! I found that if the C4 is
planted on a moving object, it is carried along (though it may fall off).
The boat's enclosed back part prevents the C4 falling off while providing
a mobile sniper's post.
Graveyard
After playing de_motel_x, I realised how weather effects can enhance the
atmosphere, so I've planned a map set in a cemetery at twilight... BOOOO!
The weather changes from clear to rain, snow, lightning and fog.
And things do go bump in the night -- random footsteps, gunshots, screams,
lights going on and off, doors opening and closing, apparitions --
whatever you expect from a haunted house!
Train war
Both teams start inside trains at opposite sides of an endless railroad.
They cannot leave the trains, which take them up hills, into tunnels &
even underwater. At times, the trains run parallel, allowing close combat.
Canopy walk
Inspired by Taman Negara's canopy walkway & sa_treetops, players
fight on rope bridges suspended between trees. The lighting changes
every round, from dawn to twilight.