Description
An office room built at the scale of a mouse. Wide plank floorboards run under the player, the plaster on the walls has broken away in patches down to bare brick, and wooden wainscoting lines the bottom of every wall. Two windows with venetian blinds let in flat light, a ceiling fan turns under a yellow lamp shade, and police tape is strung across the desks in the middle of the room. Around the walls stand green steel filing cabinets, a desk with a CRT monitor, a dartboard, a corkboard of pinned notes, framed pictures, a bin, a small red stepladder and a green couch. The floor is the playing field: bundles of banknotes lie scattered over the boards, cardboard boxes and a skateboard sit at climbing height, and a round red rug with a pale emblem takes the centre. One shot looks down on the whole room from ceiling height, the rest stand on the boards with the furniture towering overhead.
The map measures 3131 × 2673 × 1520 units, one room in plan and half again as tall as it is deep. 16 counter-terrorist and 16 terrorist spawns seat 32 players. Two bomb sites, no hostages, and the map marks buy zones for both teams. Geometry comes to 5,354 faces and 94 textures, all of them packed into the .bsp; de_dust2 runs to 5,383 faces and 44 textures, so a single interior here carries a whole desert map worth of polygons on double the texture count. No sky and no water. The layout is built around vertical movement: 12 ladder brushes and 12 teleport triggers, three rotating mechanisms, one door and one breakable object. Lying on the boards are a Scout, an AWP, an M249 and a kevlar vest with helmet. The archive brings two sounds of its own.
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