Somewhere in Undisclosed location, High security facility Title: Operation Dissension Operation Dissension - Bomb/Defuse Map by Zarko 'Napoleon' Dinev (https://gamebanana.com/members/151974) Textures by NightWatch, Poke646, Poke646 Vendetta Models by Nexon, Valve & Napoleon Sounds by Nexon, Valve & Napoleon Background: I woke up, my head hurts. I have no recollection of how I got here... Those walls, they all are calling me, they are whispering: "Kill, kill, kill them all, kill them now!" I aim, I squeeze the trigger, I hear nothing. The person in from of me falls, just like a leaf, carried away by a gust of wind... I feel sleepy, my head is heavy, I fall asleep... Then again, I wake up... The walls are whispering... Counter-Terrorists: Prevent the terrorists from detonating one of the two bomb sites. Terrorists: Detonate one of the two bomb sites to deliver yourself from the nightmare. Alternative would be to eliminate everyone in the opposing team. Don't get killed. This map was created as contest entry for Operation Blackout – Mapping Jam. Held at Gamebanana https://gamebanana.com/jams/60 Map creation time: 12 days Map test time: 8 days What’s included with this release: 1. The map itself, playable for Counter-Strike or Condition Zero in bomb/diffuse scenario 2. Detail textures for the map 3. Overview for the map 4. Custom props, sounds and sprites for the map Map recommended player count: 32 (The map has 18 CT and 18 T spawn points The map has 2 bomb sites: Site A: On top of the ramp where the electric generators are located. Site B: Underground control center. Can be accessed by any of the 4 tunnel entries situated on the map. Note: On the overview the 2 bomb sites looks like they are one next to each other. Infect they are not. They are on different levels, with no direct connection one to another. On the map you have 3 elevators that you can use for quick access and multiple intersections that can benefit quick rotations.. The rooftop area is not accessible. Compile Details: Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 131/512 8384/32768 (25.6%) planes 11558/32768 231160/655360 (35.3%) vertexes 35823/65535 429876/786420 (54.7%) nodes 15050/32767 361200/786408 (45.9%) texinfos 9219/32767 368760/1310680 (28.1%) faces 24827/65535 496540/1310700 (37.9%) * worldfaces 21961/32768 0/0 (67.0%) clipnodes 19613/32767 156904/262136 (59.9%) leaves 9818/32760 274904/917280 (30.0%) * worldleaves 7948/8192 0/0 (97.0%) marksurfaces 35685/65535 71370/131070 (54.5%) surfedges 113415/512000 453660/2048000 (22.2%) edges 61876/256000 247504/1024000 (24.2%) texdata [variable] 16447300/92160000 (17.8%) lightdata [variable] 3851964/50331648 ( 7.7%) visdata [variable] 187236/8388608 ( 2.2%) entdata [variable] 160137/2097152 ( 7.6%) * AllocBlock 51/64 0/0 (79.7%) 286 textures referenced === Total BSP file data space used: 23746899 bytes === Wad files required to run the map: (None) 134.00 seconds elapsed [2m 14s] I recommend playing the map with “r_detailtextures” set to 1 (enabled detail textures). Let me know if you have feedback for the map. Most likely I will implement it in the version of the map I plan to compile for Half-Life Deathmatch at a later date. Date: 08/30/2023 Napoleon was here, Thanks for reading!