Description

A whitewashed island village of cube houses, blue domes and cobbled lanes. Plaster walls are painted white down to a band of bare sandstone at the base, doors and shutters are pale blue, and the streets are laid in irregular grey cobbles with grass in the joints. One shot stands in a wide lane in front of a chapel with a blue dome and a small cross; another looks up a narrow street closed off by blue plank gates and a square bell tower; a third takes a courtyard from above where wooden crates stand around a bomb site marked on the cobbles; a fourth is on a flat white roof, looking across at a terracotta tiled arcade. Potted shrubs, low walls and overhead cables fill the gaps. Bright midday sun, deep blue sky, thin cloud on the horizon.

The map measures 4396 × 3556 × 1312 units, a footprint smaller than de_dust2 (4864 × 5600 × 960) but with more height to work in. 18 counter-terrorist and 18 terrorist spawns seat 36 players, which is a dense population for that area. Two bomb sites, no hostages, and buy zones are set to auto, so the engine places them at the spawns. Geometry is heavy for the engine: 11,890 faces against cs_italy’s 8,528, over 79 textures, none packed into the .bsp. No water. What the player touches: 28 breakable objects, one ladder, and 56 sprite-cycler props alongside 15 non-solid decorative pieces and 34 ambient sound emitters. Along with the .bsp the archive installs prop models, ambience sounds, two .wad texture files and a radar overview.

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