Free download new maps for counter strike
I also created a page where I was planning to pass on the knowledge of how to convert maps and put them on the menu. That page is csxmaps. I got this to work perfectly first time, just FTP'ed the map package in to the Counter-Strike folder on my Xbox and all your new maps appeared on the main menu!
Some great classics I had long since forgotten about. InsaneNutter , Dec 23, Many Thanks Wow! The only thing I couldn't get working was the water surface, as it is black on most maps. I also spent a lot of time tweaking the BSP entity files to make sure each map was as playable as possible. Can I put the new download link on our TK websites to yours? I assume the person would need to register for this Forum 1st.
Or should I just tell them it is here. If so, what url should they enter your site? The direct link you updated or something else? BiasOpinion , Dec 23, This has made me want to play Counter-Strike again. I remember the hours I spent on that game! It would be great if Valve were to do another one on current generation consoles! KillerWhiteMan , Dec 23, I didn't know this had been attempted before, it sounds like a great deal of work has gone in to getting everything working as good as it is.
Why Classics? I did choose the Classic Maps because that was the magic time when this game took a hold of me. There are maps still being created for this game even 10 years later, but the early maps hold a special place in my FPS heart. By the way, I noticed InsaneNutter didn't buy any Kevlar or ammo in the screen shot.
Maybe others trying it won't be familiar with the Xbox controls when compared to the PC. You need to press down on the Left Thumbstick and rotate to what you want with the Right Thumbstick, press right Trigger to select. Sounds clunky, but it works well and you can get really fast at it. A guy named moonmaster1 wants to get a game time set to play over XLink. However, enough people need to hear about and download the ClassicMaps release to get it going.
I am going to post about the Release on their Forums right now KillerWhiteMan , Dec 24, If you want the pre-release of the Fightyards I've converted so far, you will need to create an account on the our Forum and request it from me.
BiasOpinion , Jan 4, Hi thanks for downloading counter-strike 1. Maps are all singleplayer bot compatible as well as multiplayer compatible courtesy z-bot. Hope you enjoy, wish you the best gaming, -sw33tsp0t. Counter Strike 1. New downloads are added to the member section daily and we now have , downloads for our members, including: TV, Movies, Software, Games, Music and More.
It's best if you avoid using common keywords when searching for Counter Strike 1. Toggle navigation. Combat in the game Counter-Strike is at a certain location. Cards are divided by type of battle. Note that this only works when your blend material has normal maps, a blend modulation texture and your shader settings on high. Lighting and Shader Improvements With the introduction of new maps, models, and assets come a number of visual upgrades and features that we think mapmakers and community content creators alike will find useful and exciting.
Table of Contents. One of the areas that we upgraded extensively during the development of Nuke was the in-game lighting. We started by improving the quality of our static prop model lighting by increasing the amount of global illumination light rays that get fired by VRAD our pre-computed lighting engine in addition, we also improved the accumulation of the ray results which leads to a smoother, higher quality result; basically, the more rays fired when calculating lighting, the more accurate the results.
AFTER: With more rays fired and better accumulation, the cube models look smoother and free of splotches. To enable these improvements, open up the compile options in Hammer F9 and click on the Advanced button.
Note that adding -final is the equivalent of having -StaticPropLightingScale We recommend you try some different values and see which one works best for you. We then improved the quality of lighting on displacement surfaces e. We also transferred over our static prop model lighting enhancements to the displacements for much improved bounced light between surfaces. BEFORE: The shadows from the fence on the displacement look pixelated and low quality in comparison to the brush surface.
Next we set about upgrading the lighting of our normal mapped static props by implementing full, per-vertex lighting that uses the same radiosity calculations as our lightmaps do. The result is that normal mapped static prop models now light much more accurately and with results very similar to our lightmapped geometry brushes, displacements, etc. This should make using normal maps on static props much simpler and more awesome in the future:. One last thing we wanted to upgrade was how our cascade shadow maps interact with pre-computed lighting in our levels; Cascade shadow maps CSMs are our dynamic, high quality real-time shadows which can be seen in outdoor areas of Nuke and other maps.
To tackle this problem we separated all direct and indirect precomputed lighting data and use these two data sets to accurately blend our cascade shadow maps into the scene. This allows indirect and ambient lighting to alter the shadow color and strength in a much more natural way:.
A nice feature that has been added recently is the ability to have phong specular reflections on lightmapped materials brushes and displacements etc.
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