Description
The inside of a motorhome, played at the scale of a mouse. Warm wood veneer covers almost every surface: overhead lockers with louvered doors, drawer stacks, a partition door taller than a house. One shot looks down on the kitchenette, where a stainless sink, a gas hob with a bottle and a bowl of bread beside it, and a small oven line the counter, with a checkered cloth folded on the worktop and pinned notes on the wall. Another takes the dinette: a grey table between benches upholstered in blue, green and yellow pattern, a ceiling fan overhead, a potted plant, a map pinned above the seat and a window opening onto green trees. A third shows a CRT television standing on a sideboard opposite the seating. The last is the sleeping compartment at the end: a made bed with white pillows and a blue patterned cover, a lamp and magazines on the shelf beside it, and daylight through the windows under an overcast pink sky.
The map measures 3284 × 1768 × 1576 units, a long narrow interior and nearly as tall as it is wide. 16 counter-terrorist and 16 terrorist spawns seat 32 players. Two bomb sites, no hostages, and the map has no buy zones of its own, so the engine places them at the spawns. On the floor are an M4A1, an HE grenade, a flashbang, a smoke grenade and a kevlar vest with helmet. Geometry is 3,753 faces on 146 textures, all packed into the .bsp; that is fewer faces than de_dust2 at 5,383 and more textures than cs_italy at 102, which is what an interior this dense costs. The 414 entities show where the work went: 62 ambient sound sources, 36 ladder brushes, 32 animated sprites, 13 breakable objects, eight light beams, three doors, one water volume and one teleport. The archive installs 21 models, 26 sounds, two sprites, its own wad and a radar overview.
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