If you make old map remake in new game, why didn't you try to use some new objects/textures? If you saw de_mill in css, then when you will look at this map in CSGO you will see that they are absolutely same.
Then you are alone with that "100% CS:S replica" - opinion. Ive searched around pretty much all threads concerning this map and i cant find an quite equal statement like yours.
Even if its atm very simular it's not the exact CS:S-version, its the recreated CS:GO-version [BETA_1], wich also means it will change, and thats the mainpurpose of it -In the end, Not being like source, isnt it(?)
Its obvious, you lost the core purpose with this thread.
If you are still lost - then reply with more silly comments giving your best shot to tr0ll: "this is just 100% CS:S-fakeshit, sucha failmap".
That is in some way, called - reading between the lines.
/I now rest the "discussion" concerning this particular case @: CS:S-version statement from you. You may procced your answering but i will not reply any further cuz its kinda pointless arguing with someone who is creating his own so called reality.
wtf atleast u dont have the ability to read between lines or even interpret someones thoughts written on text. same goes for dr_lolface.. the map is not exactly the same as on cs:s and it is a beta which means it will change. de_tuscan was the better of the two(meaning de_tuscan & de_cpl_mill.. the original version of the map) for the competitive scene on 1.6(dont know about cs:s scene in this case.. atleast in finland de_tuscan cs:s version was once played). the map is a beta so it will and should still change and I and no one else on the forum is the map's original(and cs:go re-designer) and cannot know if the textures will or will not change. maybe not, maybe they will. one thing that is sure, everyone should be open minded for every competitive scene effort and give it a shot if it has some potential. the thing that I absolutely hate in de_cpl_mill is the underground tunnels(not entirely but the one that takes forever to get on the bombsite 2 AND that makes the bombsite 2 oneway attackable.. there should be 2 underground entries on both lobbies OR a de_tuscan type of an approach where the entry on the higher ground is separated on bombsite 2 and bombsite 1 is thru mid/cat or underground.
also it is true that dr_lolface did not understand your point of it being like cs:s version of de_cpl_mill.. or he did, but he made an early conclusion definitely a wrong conclusion that you like forever and ever only 1.6 and dislike GO just because you think that the map is a replica.
First of all i dont have to talk with the person in order to "read between the lines". I can READ the sense behind it just perfectly here. He hates de_mill and now he looked for that specific spot just to bash it with this CS:S-copy craptalk, so in comparison with tuscan he was trying to make it look small.
Second, i agree the underground-passage needs to be remade. Creative solutions without OverDoing it so to speak, not so lenghty with less straight - monotoneus halls for more unexpected and fun rotations.
Guess it is at this early stage very simular, yeah. But from what i read around "some few places" - i perhaps build my personal opinon to much then (who knows),- based at like it seems its not 100% the CS:S-version. Some smaller tweaks have been made (?). Thou i havent played the map myself so i atm its kinda hard for me to put it in more concret words were such changes are taking place.
At least for me tuscan is rather boring, random flankfest, quite tacticly boring along with that undergroundpassage wich only leads to one bombsite..
Hoping that tuscan release of GO will have some new "refreshing" elements brought into it, especially some new dynamics/-pathways in the tunnel-system.. but i believe he will make a 100% replica of 1.6, but for my personal preference - i hope not. :]