Counter-Strike: Global Offensive (CS: GO) will expand upon the team-based action gameplay that it pioneered when it was launched 12 years ago.
Condition Zero "de_dust2" remake by Turtle Rock Studios, Ritual Entertainment and Valve
I've always loved the changes that come with Condition Zero, especially this one that looks amazing!Computer De_Dust2 Version
"History" of Porting I was spending a lot of time on quality, so I couldn't release it as early as possible. Unfortunately I still doubt this is great, anyway I'm glad finished. I used BSP2MAP with XP-Optimization for brushes. By the way, I fixed textures on objects and added optimization.
* Features * Nav Mesh and AI Nodes
+ Original Skybox from Condition Zero
+ CS:CZ Models by Turtle Rock Studios
+ Optimization VVIS | Cubemaps [HDR/LDR]
History
Dust II was developed by David Johnston for the first game in the series as a conceptual sequel to the existing Dust map. Johnston originally titled it "Dust 3" because he did not think it was a worthy successor to Dust; before the game's launch it was retitled Dust II. The map was designed to be simple and balanced. During the initial development of the map, "Long A", a long pathway that leads towards the "A Site", was not present. It existed in the map because of space limitations of the engine; there had been plans to make the area larger. During development, map features such as caverns that would have provided cover, a window in "B Site", and a longer ramp in the Counter-Terrorist's Spawn to A Site were removed.
After its initial release on March 13, 2001, as part of Counter-Strike 1.1, the map received minimal changes following updates to the rest of the game, but received small graphical updates and lighting changes. It also received graphical updates in Counter-Strike: Condition Zero and Counter-Strike's Xbox release.
Design
Dust II is a video game map featured in the first-person shooter series Counter-Strike. The map is set in a dusty environment based in Morocco, according to Jess Cliffe, co-designer of the original Counter-Strike game.[1] Like the other maps in the game, players are divided into two teams: Terrorists and Counter-Terrorists. The Terrorists have a limited time in which to plant and detonate a bomb; the Counter-Terrorists try to stop them from planting the bomb or to defuse it if it has already been planted. The Terrorist side must gain control in one of two locations to plant the bomb; these sites are easily accessible to the Counter-Terrorists at the beginning of the round. The map has a few main choke points: "Middle", "Long A", and "B Tunnels". Of its layout, the map's creator David Johnston wrote: "...Dust was little more than a figure-of-eight that had grown a pair of arms and legs, centralizing the battles but providing tactical wiggle room."
The main choke points contain tactically important positions and areas. Middle has three main areas: Catwalk, an elevated pathway that leads to Short on A site; Lower Tunnels, a tunnel leading from Middle to Upper Tunnels; and Middle Doors, that has a set of open double doors at Middle, which leads to the Counter-Terrorist's spawn. At Long A, there are another three important areas before approaching the A Site. Long Doors are the two sets of open double doors that lead from the Terrorist's spawn to Long A; Pit is a sloped area where players can hide or use for cover near Long Doors; and Counter-Terrorist spawn, located right of Long A from A Site, is where the Counter-Terrorists spawn. B Tunnels has two main areas; Upper Tunnels and Lower Tunnels. Upper Tunnels leads to the B site or Terrorist spawn; Lower Tunnels leads to Upper Tunnels or Middle.
Johnston stated in a blog post that, in making Dust II, he "had to ensure that this new map had everything in common with Dust, without actually being Dust". He began identifying what made Dust unique and Johnston kept the simple structures, ramps, crates, and "Dust doors"; these were elements he knew had to stay. Though, he wanted to add other elements, an area with close combat and an area with long-range fights, which turned into B Tunnels and Long A. Compared to Dust, he was patient in using the "trim" feature, an element that separated certain objects; he said he, "tried to use the trim very carefully, only exactly when needed, and not just as filler". He set certain rules for himself with trimming so that he did not overuse or under-use it; overusing would make the map too complex and under-using would make it too flat. Another thing different from Dust is that Dust II did not undergo any other major layout changes.
Average
101 vote submitted.