Description
A closed run of stone rooms and corridors with no way out to the open. The first shot is a hall of pale herringbone masonry, its ceiling sloping in from all four sides, with two jackal-headed statues in black and gold standing on inscribed plinths either side of a passage; a stone bowl sits at the far end and the doorway beyond glows acid green. The second shot is inside that green light: the same masonry, a square pillar in the middle of a low corridor, and a patch of ordinary sandstone visible through the opening ahead. The third is almost dark, a bare room where the only light falls on a strip of barbed wire strung above a black opening in the wall.
The map measures 3010 × 2233 × 1353 units, small and awkwardly proportioned next to anything stock. Twelve counter-terrorist and twelve terrorist spawns seat 24 players. There are no bomb sites, hostages or rescue zones; the map marks buy zones for both teams and a game_player_equip sets the starting kit. Geometry is minimal at 1,233 faces and nine textures, six of them packed into the .bsp, against 5,383 faces for de_dust2. What binds the rooms together is teleportation: 24 teleport triggers out of 140 entities in total, so the layout is stitched rather than walked. Besides the .bsp the archive installs its own models.
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