Nighttrain's SugaPak v1.0
by Scott Adams (Nighttrain)
Special Thanks:
- Brian Cherne, for textures
- Nathan Moody, for sound engineering
- Troy Engel, for hardware and technical issues
- The Fluid Counter-Strike Team, for patience and beta-testing
- The Counter-Strike Team, for the best Half-Life mod, bar none
- Valve Software & Zoner, for WorldCraft, compile tools, and Half-Life
Installation
- Extract this .zip file to your main cstrike directory (D:/halflife/cstrike/ or whatever).
- You're done.
Distribution
Feel free to copy and distribute this map pack, but please distribute it only as a whole, without changing any filenames, and give credit where credit is due. Contact me with any questions.
Maps
Rubble (cs_rubble)
A hostage rescue map designed with two things in mind: fast play and good sniping. This map would have to be described as raw - not a whole lot of refinement or sophistication in its design. This was my first really playable map, and it shows - very boxy, the textures aren't so hot, polygon counts get higher in a few areas.
Sub a.k.a. Red October (de_sub)
A defusal map roughly based on The Hunt for Red October, and with a bit of a cinematic feel to it. Note: the terrorists must nudge the instrument panel to gain access to the sub. Sub was by far the most ambitious map I've done, and required ballistic missile submarine plans as a reference. This took approximately a month to build.
Maya (cs_maya)
A hostage rescue map set in Mayan ruins, with a tip of the hat to de_aztec. Some images of real ruins, as well as a trip to Guatemala a few years ago, provided a good general basis. After sub, I was really hesitant to do anymore complex maps, just too time-consuming. With Maya, I was aiming at using a heavy, blocky feel, with little in the way of fine detail, and got the first version done in a shade over 2 afternoons.
Storage (de_storage)
A bomb defusal map in a public storage facility, with a nod to de_dust in approximate size and playing dynamics. The whole map is enclosed in one big room, which was intentional: you can hear someone running around though they're on the other side of the building. Grenades can also be thrown over walls.
Migdol (cs_migdol)
Based on an Egyptian fortress, Migdol aims to combine long-, medium-, and short-range combat in a playable map. Introducing passive hazards adds a new dimension to gameplay, I think. This is probably the last map I make (Worldcraft makes it very hard to build anything slightly organic like shorelines.)