Counter-Strike 2

Counter-Strike 2

De_sewage
85 comentarios
lorenzo #anomeme 29 ENE 2022 a las 1:19 p. m. 
Insanely loud sound on one of the sites making it unplayable
Thisted 15 ENE 2022 a las 12:48 p. m. 
Insanely loud sound on one of the sites making it unplayable
Arian 28 ABR 2020 a las 1:38 p. m. 
hey im making a map called de_sewage but its in german and i'm using yours as inspiration so thanks alot
-M*- 10 OCT 2019 a las 4:02 a. m. 
这图做的太漂亮了!而且很流畅!FPS高只是显卡,CPU负荷过重也不好!赞赞赞!
Scatman 8 MAY 2019 a las 8:04 a. m. 
B E A U T I F U L L but gameplay is not for csgo
ejje_6905 29 NOV 2018 a las 2:52 p. m. 
good detail, but unplayable. Too many corners, and bots see through doors.
rassvet 9 JUN 2017 a las 12:46 a. m. 
PLEASE MAKE CT MODEL SAS T MODEL ANARCHISTS:steamhappy::steamhappy:
alpha2a 22 NOV 2014 a las 10:40 a. m. 
superbe beau travail very nice
D 6 NOV 2014 a las 5:07 a. m. 
+1 Awesome, epic!!!!!!!!! I love new maps!!

Please Valve add this!!!!!

I'll apreciate your visit please:
ak-47 | Legend http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=337262062
Tenchi 25 JUL 2014 a las 8:57 a. m. 
Love at first sight.
Lambda 4 JUL 2014 a las 11:26 a. m. 
An original theme of a map based on sewers. I like that the map is small but it does not push you into cramped hallways, and nice use of ladders :)

It can be played here on my server (West Europe): 91.121.169.217:27035

Other workshop maps on the server : http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=176838712
Heipau 28 FEB 2014 a las 4:19 a. m. 
Nice Map! ILike it. 've Added to my Collection.
I honored your map with a thumbs up.

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=142796864  

RentnerStuebchen only Custom [HLStatsX:CE] by FGAH

Server IP: 95.156.232.202:28015
Ben Lubar 14 FEB 2014 a las 11:03 a. m. 
If you remove the engine sound, it'd be a nice little map. For some reason it seems to be using up all the channels and not letting footstep or gunfire sounds through.
Makai  [autor] 12 FEB 2014 a las 5:43 a. m. 
1. That's not a missing texture, the face is nodrawed.
2. So does a lot of things when you use premade props to fill your levels. ;)
3 and 4. Those bushes are clipped on purpose to block players from hiding inside of them.
4 (next comment). Perhaps. This door used to cause a lot of problems and glitches back in the day, so I just left it alone.
5. Yeah. Part of the reason why I added a clip there was to block players from jumping down there thinking there's something down there.

I appreciate the feedback. However, I am not currently planning on returning to this map. Perhaps I will later this year, hard to say.
nH Delta 8 FEB 2014 a las 5:35 p. m. 
Reminds me of steamlab from hl2 deathmatch
Doob 12 DIC 2013 a las 11:08 p. m. 
Great Map, Subscribed!
ZooL 21 AGO 2013 a las 8:33 a. m. 
it remember me UT
Yoda Pez 27 MAY 2013 a las 2:34 p. m. 
This map is awesome
You get my vote!
Smint 19 MAY 2013 a las 4:16 a. m. 
Very cool, i like this style of gameplay.. stairs, ladders, small hallways. Also good job on the lighting!
Hi_oN 28 ABR 2013 a las 11:20 a. m. 
Love them too ;D
The Phantom Chicken of CS_Italy 22 ABR 2013 a las 7:21 p. m. 
I love this map. It's quite and to the point with lots of detail along the way. It's frustrating that bots "see through" the sliding garage-style doors. It has caused me to stand out of the immediate line of site whenever I see such a door. Good map nonetheless!
ham5 21 ABR 2013 a las 11:52 p. m. 
not asking to change the doors... fix the sounds related to them..
loaded up the map walked right up to that big door and opened it - that awful sound that just wouldn't stop (the one in your 4th pic right in the middle)
Archo 19 ABR 2013 a las 6:41 a. m. 
Love the detailed back story to this map! :D
Makai  [autor] 18 ABR 2013 a las 3:52 a. m. 
I don't know if Valve is fixing it. But lets be real, fixing a bot related issue can't be too high up in their list. I can't really change the doors, because they are a big part of the overall balance.
Jägermeister 17 ABR 2013 a las 5:12 p. m. 
Maka, thanks for your reply. It is unfortunate that these doors have that bug. When I play, I usually play with BOTs, as I don't have the time commitment to play with others. Have you thought of changing the doors? Is a bug open with Valve?
Makai  [autor] 17 ABR 2013 a las 3:57 p. m. 
Makai  [autor] 16 ABR 2013 a las 4:31 a. m. 
It would seem it gets quite laggy with that many bots, yes. However, it worked fine in 5v5. Idd, there appear to be some problems with sounds as well. Though, I've seen those errors since CSS. I couldn't replicate the door sound error.

I'll roll out a new version at some point wich will delete some static sounds from the map.
ham5 15 ABR 2013 a las 11:22 p. m. 
loaded like 20 bots and man was it laggy... also multiple sound errors in console .. and a big bug.. the door at pos: -358 2754 206 ang:3.7 5.6 0 - as soon as you open it; just loud as hell (forever it never stoped till the round restarted and it was opened again). One guy thought it was supposed to be the machienry, Im not sure what caused it, this was the first time ive seen it do that. This was in my client console repeadly: Error: Total static audio channels have been used: 96
A R T I 15 ABR 2013 a las 11:52 a. m. 
SUPER MAPKA #
not-you 14 ABR 2013 a las 11:20 p. m. 
@Maka
Thank you, everything seems working smooth, we are ready for the LAN party :)
Makai  [autor] 14 ABR 2013 a las 2:14 p. m. 
@not-you
I have fixed it now. :)
not-you 14 ABR 2013 a las 1:21 p. m. 
@Maka
Sorry for the late response. There was no cheats enabled.
Makai  [autor] 14 ABR 2013 a las 10:34 a. m. 
Jägermeister, that has been the issue since the release of this map. There is nothing I could do to fix it, it's just how the doors are in csgo. If you play with real players, it is not a issue.
Jägermeister 14 ABR 2013 a las 10:31 a. m. 
On the new version, Bots can see through and shoot through the sliding doors.... Needs fixing.
Makai  [autor] 14 ABR 2013 a las 7:52 a. m. 
A new version is coming out later today. All the issues have been fixed and some tweaks have been added to improve gameplay.
Lothiraldan 14 ABR 2013 a las 3:33 a. m. 
Nice map. A big problem with the sound made by the big door opening however.
pvt.MCORD 14 ABR 2013 a las 1:26 a. m. 
zombies
pvt.MCORD 14 ABR 2013 a las 1:25 a. m. 
nice map like in your in the underground of the map
KHM 14 ABR 2013 a las 1:24 a. m. 
futsal futsal
sdobronietskii 13 ABR 2013 a las 10:26 p. m. 
Шикарная игра
0MEGA 13 ABR 2013 a las 9:36 p. m. 
If the terrorists blow up the place, the toxins would be released. If the FBI stop them, the government can safely dispose of the toxins and put a stop to the sewer company's storage of dangerous materials. At least, that's how I interpret it.
Portalnerd 13 ABR 2013 a las 12:27 p. m. 
Good, map very detailed. How did you add the radar image and the overhead map view on the loading screen?
Sebastian Nielsen 13 ABR 2013 a las 11:08 a. m. 
Im more thinking that the "problem" would be solved in any way. So if FBI "wins", still the government are going to stop the illegal storage so the "terrorists" win in any case even if the facility is saved.

Hard to explain...
Makai  [autor] 13 ABR 2013 a las 10:52 a. m. 
Because a group of extremists are about to blow up the treatment plant. Isn't that when the FBI/swat is called?
Sebastian Nielsen 13 ABR 2013 a las 9:59 a. m. 
Nice map, however I don't understand your "story"? Since the sewer company is storing toxins illegally, why would FBI 'help' them then?
Hashigaru 13 ABR 2013 a las 8:03 a. m. 
Bonne map, agréable a jouer et esthétiquement rien à redire !
ham5 13 ABR 2013 a las 5:57 a. m. 
ALOT of CSoundEmitterSystemBase::GetParametersForSound: No such sound Error
console errors
kHAN 12 ABR 2013 a las 2:08 p. m. 
I'm pretty sure the deathmatch mode uses the .nav file to find spawn points, so removing areas from the nav should help.

Also, I respect you want to make a tight map, but you still get hung up on a lot of little edges. I think adding some clips (such as the one in the window room at bombsite B on de_nuke) should make the map feel smoother, and grenades a little more predictable.