Description
A desert village of pale plaster and sandstone, built in the visual language of the stock dust maps rather than the European village the name suggests. Ground is cracked dried earth and worn tile, walls are yellow-white render with patches of brick showing through, and the routes are narrow lanes between blocky houses with wooden shutters and striped canvas awnings. Wooden crates stand in stacks at the corners and around the bomb sites, which are marked with red spray on the ground. One shot is a sunken courtyard with a long wooden staircase running along the top of the wall and a ladder in the corner; another goes through a covered passage into a dark interior; a third is a tight alley between two blank walls. Full daylight, sharp shadows, a palm and a few dry shrubs.
The map measures 3920 × 5056 × 864 units, a slightly tighter and lower version of the de_dust2 footprint (4864 × 5600 × 960). 12 counter-terrorist and 12 terrorist spawns seat 24 players. Two bomb sites, no hostages, and the map marks buy zones for both teams itself. Geometry is 10,859 faces on only 54 textures, all of them packed into the .bsp, so there are no external texture files to chase: twice the polygon count of de_dust2 on a smaller palette. No water. Detailing dominates the entity list at 139 non-solid decorative pieces and 42 sprite-cycler props, while what the player actually touches comes down to two ladders and one breakable object. Along with the .bsp the archive installs five prop models and a radar overview.








Comments