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de_losttemple2 by

Postby Stard00d on Mon Aug 13, 2007 11:14 am

Map Name: de_losttemple2 *beta*

Author: StarD00d (
Release Date: 12 August 2007
Number of Spawn Points: 40


This is the BETA version of de_losttemple2, the 5th map of following
de_cpl_fire and of course
de_losttemple / de_losttemple_pro.

The temple, once a jewel of the mayan civilization, is located near a lake deep in the jungle. Beside the enemy forces you have to fight the mosquitos aswell. Smoke Grenades proved to be quite successful.


After the discovery of a very well hidden secret inside a forgotten temple archaeologists all around the world are eager for more discoveries.
This time they are at the right place to look for but don't know it yet. They presume an entrance to a hidden chamber at spot A. However there is another entrance at spot B still undiscovered.
A group of so called terrorists take their chance to make some quick profit. Little do they know there are special forces waiting in the area to turn the plan into a failure.


There are three main routes in the map: to the left a small temple at the cliff, through the swampy water in the middle directly beneath bomb spot A and to the right through the ruinous main temple hall. All three routes have in common that after taking over the hot spots the terrorists can storm both bomb spots. There is no specific A route or B route. However the counterterrorists can use three short routes to switch between A and B.

The map supports 40 spawns.

As always the map includes lots of custom textures, models, skybox and even sounds.


01 - The water route in the middle (T side)

02 - The main temple hall

03 - The wooden bridge connects to A

04 - The small temple at the cliff route

05 - The small temple from the inside

06 - River and waterfall at the exit of the main hall

07 - Entrance to the main temple hall (T side)

08 - The hot spot of the cliff route

09 - Bomb spot A

10 - Bomb spot B

11 - The temple gate is guarded by serpent head statues

12 - The temple hall could use some restoration

13 - T Spawn

14 - Lost Temple - The Movie ?

15 - The overview


Despite the use of numerous vegetation models performance turns out very well.
3 GHz Radeon 9800 runs on 120 fps average and 95 fps for the worst spot.
For comparison the same system at dust2 runs on 110 fps average and 85 fps for the worst spot.


Map incl. Nav-File:


Please send us bugs & comments to
c o n t a c t @ d 0 0 d s . c o m
(remove the spaces)

Please feel free to host the map for download or on your gameserver.
Original download @
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Postby Garrador on Mon Aug 13, 2007 11:21 am

Wow, looks damn great! =) Nice work!
I especially like the 6th image.

Will try when my comp is here =)
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Postby punky on Mon Aug 13, 2007 11:25 am

those custom plants look realy nice :)
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Postby JLea on Mon Aug 13, 2007 1:02 pm

Looks great and sounds great.
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Postby xen on Mon Aug 13, 2007 1:14 pm

Looks excellent, I'll take a look in game later. de_losttemple/pro is one of favorite source maps. Good too see your making another :).
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Postby nub on Mon Aug 13, 2007 10:02 pm


Detailed overall.

A lot more organic now.


The volumetric lighting in that temple hall is a bit too matte. I think it could be a bit more interesting.

The lighting is a little pale.

The textures you made look a bit flat. Do they have normalmaps at all? Anything such as that? It would definitely be a nice addition.
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Postby RA7 on Mon Aug 13, 2007 10:21 pm

Like it, but to bad u cant go in the temple sumwhere.

sumthing like this i mean ... ctuary.htm
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Postby nub on Tue Aug 14, 2007 12:12 am

I get your example, but that definitely does not look like a good temple at all.

I saw high-tech metal support pillars. lol
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Postby fitzroy_doll on Mon Aug 20, 2007 2:19 pm

Another excellent map!

Three very minor points on the naturalistic aspects (since gameplay is fine):

The waterfall should perhaps be louder.

The volumetric lighting is flat and very sharp edged. It does not look natural from the side.

There are no peacocks in South America. Peacocks live in the Indian subcontinent so it makes no sense to have their calls in this map.
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Postby Generalvivi on Mon Aug 20, 2007 2:52 pm

another fine map from doods
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Postby Seraph169 on Mon Aug 20, 2007 3:19 pm

I will say that's an excellent piece of work you have there. No doubt my laptop would perform well.

Some things I immediately noticed: I like the plants and I like the textures.

After looking it over some more: The textures are too bright or perhaps light colored(?). I suggest you use a darker shade for the stone to make it appear as well, a sanctuary. There were a few paths that I noticed that should have a little bit of displacement. Although the FPS is wonderful, I feel you made the environment too clean and clearcut. There are some parts of this map that I see you attempted to make it appear as ruined, but part of that comes from the textures. I also noticed that you should work on your lighting and perhaps aim for a different ambiance. As for your layout, I'm somewhat annoyed as CTs start in one of the bomb sites, which can and will distort gameplay. Naturally, I can see the Ts always going for Bomb site A because its closer and from the way you set up the entrances, the CTs should always be at an advantage. Wouldn't it be better to place the CTs perhaps in the waterfall area (as seen in picture #4) Since that should even it out somewhat and give the Ts a more equal offensive.
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Postby Vorneus on Tue Aug 21, 2007 1:15 pm

Played some in house scrims on this yesterday, discussing tactics, choke points, etc etc. Very nice map, great match play.

It's all about the atmosphere.


Current project: de_fusion (I'll finish it someday, probably)
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Postby fitzroy_doll on Thu Aug 23, 2007 11:06 am

The bot nav needs work. The bots get around but there are a few places they get stuck, places they crouch where they shouldn't and so forth, and obvious routes they never take.
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Postby EagleStrike on Thu Aug 23, 2007 4:25 pm

Looks absolutely incredible! Nice job!
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Postby Knights on Sat Sep 08, 2007 2:39 am

I'm going to bump this since it's under ths spot light thingy..
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