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Redstar
05-03-2009, 02:30 PM
Development Update January 16th 2010

Hello everyone,

Today I realized that the last time I worked on csp_prodigy was on June 2009 (last update was on May 2009; map building progress, still with dev textures, etc.)
So yeah, I kinda left this map behind at a very early stage, mainly because I was pretty busy with life and lately with other CSP stuff. So today I decided to get back to it, finish the basic building process and then start working on T spawn and a few areas. I actually worked pretty fast and can already show you the first in-game screenshots, it's still pretty alpha though.
Also I'd like to remind you why I started this project in the first place: my goal is to make a straight port of the 1.6 version to CSPromod and then, starting from this version, to make another version of prodigy which will fix the balancing issues of the map (i.e I'll enlarge and completely rework bombsite A, add new paths to access it, and more) and make the map really exciting and fun to play. By the way I'm definitely opened to your suggestions or opinions about this.

Work in progress
-

[90%] Brushwork
[55%] Texturing
[20%] Lighting
[10%] Details/Eye candy stuff

Screenshots
-

http://www.redstar.cspromod.com/csp_prodigy_a1_1.jpg

http://www.redstar.cspromod.com/csp_prodigy_a1_2.jpg

http://www.redstar.cspromod.com/csp_prodigy_a1_3.jpg

I'll also update my other map threads soon and should make updates more often :>



Quick update May 4th 2009

I worked a bit on the map today, I'm almost done with the basic reconstruction of the map, just have to implement the lab and a few more walls. The first in-game screenshots are coming soon!

http://img21.imageshack.us/img21/541/cspprodigyalpha1.th.jpg (http://img21.imageshack.us/img21/541/cspprodigyalpha1.jpg) http://img21.imageshack.us/img21/9210/cspprodigyalpha2.th.jpg (http://img21.imageshack.us/img21/9210/cspprodigyalpha2.jpg)

__________________________________________________ __________________________________________________

Hi guys,
A few months ago I was talking about making csp_prodigy but I gave up this idea. Now that csp_italy and csp_office are almost done I'm begining this new map which I hope you'll all enjoy. I started the reconstruction of prodigy a few hours ago and it should be done in the next few days. In the meantime you can give me suggestions, ideas in order to make it more balanced than it is for now. You can also use the uploaded overview.

The very first screenshot:

http://img25.imageshack.us/img25/9655/cspprodigy1.th.jpg (http://img25.imageshack.us/img25/9655/cspprodigy1.jpg)

Overview:

http://img142.imageshack.us/img142/2422/prodigyoverview.th.jpg (http://img142.imageshack.us/img142/2422/prodigyoverview.jpg)




Thanks for your support!

rvT
05-03-2009, 02:49 PM
My main proposition is that: make vents accessible for players from T side, like in CS:CZ:

http://img57.imageshack.us/img57/6033/deprodigycz0000.th.jpg (http://img57.imageshack.us/my.php?image=deprodigycz0000.jpg)http://img57.imageshack.us/img57/2559/deprodigycz0001g.th.jpg (http://img57.imageshack.us/my.php?image=deprodigycz0001g.jpg)

In cs 1.6 box is closer to the wall so only way for T to get to the vents is boosting up, in CS:CZ 1player can jump into vent from this box.

TUROcKdev
05-03-2009, 03:00 PM
yeah good to see that all good/standard 1.6 maps come to csp :D
ideas: add a new way to one of the spots or maybe to both spots

yuri
05-03-2009, 04:00 PM
Woohoo. My fav map although its not played so often these times...
Im curious about your work at prodigy :)
Good luck

Spritz
05-04-2009, 01:04 AM
O_o Redstar = God. You are damn fast with your maps!

haGisson
05-04-2009, 05:02 AM
keep up the good work... love all your maps, they look really professional

rXp
05-04-2009, 05:05 AM
Great work keep that up :D

Oh... that takes me back to cs1.5 ;), the good old days

ps : I prefer the boost to go in the vent, otherwise it's to easy !

rvT
05-04-2009, 06:34 AM
rxp but that makes T a little advantage, this jump isn't easy to learn and try to make it in max 5 sg and with awp and maybe m4 on the other side makes it harder ;D With this change also CT side need some balance changes.

rXp
05-04-2009, 07:03 AM
I've just gone on the CS:CZ prodigy map, and I tried like you said, in 2 try I was able to jump correctly and after that it was easy . So you flash smoke and HE and one of the terro does this jump and take the CT in the back :/

rvT
05-04-2009, 07:10 AM
It's the same when u boost somebody. See that although when you do it it's hard to get out of on ct spawn/bs, easiest way is to go to the lab ;p (I was playing leagues/matches in CS:CZ also on prodigy so I know what I'm talking about :P)

P.S. oh and sometimes CT go the the vents and "camp" to kill T in the back ;]

Redstar
05-04-2009, 01:29 PM
Quick update May 4th 2009

I worked a bit on the map today, I'm almost done with the basic reconstruction of the map, just have to implement the lab and a few more walls. The first in-game screenshots are coming soon!

http://img21.imageshack.us/img21/541/cspprodigyalpha1.th.jpg (http://img21.imageshack.us/img21/541/cspprodigyalpha1.jpg) http://img21.imageshack.us/img21/9210/cspprodigyalpha2.th.jpg (http://img21.imageshack.us/img21/9210/cspprodigyalpha2.jpg)

doublethink
05-04-2009, 01:39 PM
God damn red you are fast.

PraDaG
05-04-2009, 02:42 PM
In the first screen shoot theres that boost that you can get up and walk around the top there. Are you going to get rid of that?

Redstar
05-04-2009, 04:22 PM
You mean being able to walk on the skybox, right? I think I won't keep this, unless you guys want it.

downbad
05-04-2009, 04:24 PM
i think hes talking about where you can jump from that middle building onto the light above the opening where T's come from. You can then walk around on the thin ledge. its not skywalking.

Redstar
05-04-2009, 04:27 PM
Well I'll keep that jump if you don't mind

smartin
05-04-2009, 04:45 PM
Yeah you should keep the jump, but the skybox thing is just a mapbug, which shouldnt be recreated.

Redstar
05-05-2009, 04:25 AM
I was thinking about moving the small bombsite located at CT spawn to the main area with the little house, what do you think about that?

http://img125.imageshack.us/img125/4622/prodigyoverviewbsidea.th.jpg (http://img125.imageshack.us/img125/4622/prodigyoverviewbsidea.jpg)

rXp
05-05-2009, 04:35 AM
I can't be objective here because I love the 1.5 prodigy so I will say : don't...

N0vA
05-05-2009, 05:26 AM
Hmm, yes somehow it would be better to have A where you placed it, otherwise it remains still more a killing map than a bomb/defuse one.

smartin
05-05-2009, 05:55 AM
Just make sure the CT's can get there somewhat faster than the T's

downbad
05-05-2009, 07:42 AM
i jsut played some prodigy yesterday and its ridiculous how fast the t's get to that spot. (where u put site A)

Redstar
05-05-2009, 09:37 AM
Alright, anyway I'll make the map just like the 1.6 one at first and then we'll see :)

rvT
05-05-2009, 12:34 PM
Redstar imo BS A in a "new place" can work only if CT will be able to defend the house in more efficient way. Like adding a new room/space/house into that area and it will be accessible for CT from their spawn side.

EDIT:
http://img80.imageshack.us/img80/6259/prodigyoverviewbsidea2.th.jpg (http://img80.imageshack.us/my.php?image=prodigyoverviewbsidea2.jpg)

doublethink
05-05-2009, 07:36 PM
Hi red. I wanted to drop into this thread for a minute too because I always felt this map had such cool ideas but lacked balance. I've been staring at this layout for about an hour.

See if maybe this works for you, the majority of the layout is unchanged, but:

1) I moved the IT/Server HUB to a more strategic location and converted it to A Bomb Site
2) I trimmed the T- Side Truck Garage in 1/2
3) I added an employee lounge, which also simplifies the center round-about, less angles.

http://www.barnabyj.com/doublethink/prodigy_modified_tiny.jpg (http://www.barnabyj.com/doublethink/prodigy_modified.jpg)

Break Room Suggestion:
http://www.broomfield.org/police/i/Breakroom2.jpg

Server Room Suggestion:
http://www.scicominfra.com/images/server-room.jpg

haGisson
05-06-2009, 05:57 AM
i think there should be more way for the T's to get on the spots, else it is too simple for the CT's to defend them

N0vA
05-06-2009, 06:14 AM
Yeah, just wanted to say the same thing. There should be something like between A and B for the Ts.

rvT
05-06-2009, 06:50 AM
Yeah I don't like A Bs cuz it will be very hard for T to attack it. CT's will be camping in BS A, and T have only 1 way to entrance it ;/

EDIT:
I've made new layout with mine and doublethink ideas,what u think guys? it's quite "strange" ;D
http://img206.imageshack.us/img206/1740/prodigyoverviewbsidea3.th.jpg (http://img206.imageshack.us/my.php?image=prodigyoverviewbsidea3.jpg)

doublethink
05-06-2009, 07:16 PM
i think there should be more way for the T's to get on the spots, else it is too simple for the CT's to defend them


Your right, I looked at it again and it needed a bit more.

Layout Try v2: (CLICK FOR FULL SIZE)
http://barnabyj.com/doublethink/prodigy_modified_v2_tiny.jpg (http://barnabyj.com/doublethink/prodigy_modified_v2.jpg)



A/C Unit:
http://www.hitech-ac.com/images/industrial1.jpg

rvT
05-07-2009, 04:02 AM
oh I like your idea with shortened long, but this may cause that T will often go for 'the lab' by vents ;D But this idea can work out quite well ;]

Redstar
05-07-2009, 05:04 AM
Some really nice ideas here doublethink :) I'll work a bit on the map today so we can test it soon hopefully.

KaNaR
05-07-2009, 12:00 PM
A is too far from the T spawn, imo

downbad
05-07-2009, 02:24 PM
this map is gonna be tough. theres no real way to preserve the integrity of the original map because it was flawed to begin with. I think you should take the main rooms and recreate them exactly, but you'll have to rearrange the layout to make it more balanced.

pretty much what dust2 is for dust. Make prodigy2

doublethink
05-07-2009, 05:08 PM
this map is gonna be tough. theres no real way to preserve the integrity of the original map because it was flawed to begin with. I think you should take the main rooms and recreate them exactly, but you'll have to rearrange the layout to make it more balanced.

pretty much what dust2 is for dust. Make prodigy2

You know what red, downbad is right.

If you go with a layout that makes changes for balance reasons maybe call it csp_prodigy2.

However, for those of you who think this map cant work, I disagree.

The original map was always unbelievably CT sided, and it had such wasted areas from a functional standpoint. It was also terribly linear.

BUT all red has to do is create a few more opportunities for T's to succeed and re-evaluate what areas of the map were either overly exaggerated, or just not needed.

If he were to use my layout I posted above, if you look at it closely, the T's must take outer mid in order to succeed, because at that point they have 2 ways to "A", and a path to "B" through the break room.

For the CT's, pushing out to mid is risky and difficult, because if the T with the rush spawn for A side beats then to mid hut he can cycle around behind and flank them, or climb the ladder and get on the roof of hut. If a CT wants to be behind hut, he has to run north from CT spawn, and take the stairs under the break room, to get to that spot, this will slow him down and potentially make him not the first to reach that courtyard.

Also by clipping long on the B side of the map, you'd be making the vents a lot more accessible so consider that as a route to both B and A (via bottom long, through CT spawn) for the terrorists as well.

I think if you go this more ambitious route you'll need a great deal of playtesting to see when people get to "spots" on the map, to see who would have the advantage in an all out rush. Go 1v1 with someone, set the freezetime to 2 seconds, pull knife every round, and call a path. And you see who gets to what angle first. This will have to be done many times considering random spawns.

Once you have the spawns where you think its balanced, the rest of the maps playability will be up to the users and their creativity. But you also don't want to have too many spots that aren't viable from a defensive standpoint. In other words, think about the angles involved and try to imagine if a player could use it.

Aside from the Truck garage hole in the wall thing, prodigy did not have many tight angle spots, it was always sort of a sniper/long range map.

Like, I always felt like T spawn was originally planned to be a bomb site. Why is it so intricate and complex? Theres no way to know for sure, and thats purely speculation, but think about it.


A is too far from the T spawn, imo

When considering that layout I also toyed with the idea of making the CT spawn further from A, but the issue is you want outer-mid to MEAN something. From a defensive standpoint, I don't feel that layout is as much CT sided as the original was. Keep in mind on the original map the CT's spawned ON a bombsite.

To compensate for CT's who would just camp A think of creative ways to give them bad angles and encourage them to be more aggressive, or more creative. Plus camping A would be a huge risk if the T's secure B side, either up broadway or the vents. It's a long and dangerous cycle back to B for those CT's, whichever route they choose.

Another thing about T distance from A was in the old map there were 2 doors to "hell" or glass to break, also to slow down the T's. These could either be omitted or changed in some way if the T's needed more speed to outer-mid.

Redstar
05-08-2009, 05:31 AM
Some people like the original layout of prodigy, others think it needs to be changed because the map is way too much CT sided (which is true). So here is what I think: I'll finish recreating the map and release a first version identical to the 1.6 one and called csp_prodigy. Then, starting with the same layout, I'll make "csp_prodigy2" which will keep the prodigy theme but will be a lot more balanced and playable.
Unfortunately I'll have to stop mapping during the upcoming weeks due to revisions for my exams. However I'll keep looking at this thread, your ideas, etc. So if you have any suggestion/opinion, don't hesistate to post here!

doublethink
05-08-2009, 05:51 AM
Some people like the original layout of prodigy, others think it needs to be changed because the map is way too much CT sided (which is true). So here is what I think: I'll finish recreating the map and release a first version identical to the 1.6 one and called csp_prodigy. Then, starting with the same layout, I'll make "csp_prodigy2" which will keep the prodigy theme but will be a lot more balanced and playable.
Unfortunately I'll have to stop mapping during the upcoming weeks due to revisions for my exams. However I'll keep looking at this thread, your ideas, etc. So if you have any suggestion/opinion, don't hesistate to post here!

Perfect idea.

Do your remake as you had planned, and then maybe take community response for a new variation.

I'm into it :)

yuri
05-08-2009, 06:29 AM
Yop, its kinda CT imba map... maybe some experienced skillah know the reason, and then you can fix the ballance ;)

syN
07-08-2009, 04:26 AM
csp_prodigy
1.6 layout

csp_prodigy2
a little bit more balanced




would be nice:)

Redstar
07-08-2009, 09:16 AM
csp_prodigy
1.6 layout

csp_prodigy2
a little bit more balanced


would be nice:)

That's exactly what I plan to do =) Or maybe I could make a new map for csp_prodigy2, keeping the prodigy theme :)

07-08-2009, 09:26 AM
csp_phenomen

smartin
07-08-2009, 09:37 PM
MOAR OF THIS STYLE:
http://www.youtube.com/watch?v=awhSLmp113s

(includes a server room btw)

Rabieskorv
09-07-2009, 05:18 AM
I really think this can work out ;) , would be damn fun to play prodigy again but with balance, I always like the theme of the map :D

motomike
09-07-2009, 05:48 AM
I really think this can work out ;) , would be damn fun to play prodigy again but with balance, I always like the theme of the map :D
ive always hated prod for some reason lol

Rabieskorv
09-07-2009, 06:04 AM
I really think this can work out ;) , would be damn fun to play prodigy again but with balance, I always like the theme of the map :D
ive always hated prod for some reason lol

Hehe many do, I don“t think u are the only one :P
but many are simple tierd of all or some of the orginals maps, so I think the community have to be open for new maps if they want that :)

haden
09-22-2009, 02:09 AM
anything new?

adz
09-23-2009, 08:21 PM
redstar, you are just a GOD!, loving the maps man keep it up bro.

Redstar
01-15-2010, 10:46 PM
Development Update January 16th 2010

Hello everyone,

Today I realized that the last time I worked on csp_prodigy was on June 2009 (last update was on May 2009; map building progress, still with dev textures, etc.)
So yeah, I kinda left this map behind at a very early stage, mainly because I was pretty busy with life and lately with other CSP stuff. So today I decided to get back to it, finish the basic building process and then start working on T spawn and a few areas. I actually worked pretty fast and can already show you the first in-game screenshots, it's still pretty alpha though.
Also I'd like to remind you why I started this project in the first place: my goal is to make a straight port of the 1.6 version to CSPromod and then, starting from this version, to make another version of prodigy which will fix the balancing issues of the map (i.e I'll enlarge and completely rework bombsite A, add new paths to access it, and more) and make the map really exciting and fun to play. By the way I'm definitely opened to your suggestions or opinions about this.

Work in progress
-

[90%] Brushwork
[55%] Texturing
[20%] Lighting
[10%] Details/Eye candy stuff

Screenshots
-

http://www.redstar.cspromod.com/csp_prodigy_a1_1.jpg

http://www.redstar.cspromod.com/csp_prodigy_a1_2.jpg

http://www.redstar.cspromod.com/csp_prodigy_a1_3.jpg

I'll also update my other map threads soon and should make updates more often :>

hxcguitarist
01-15-2010, 10:50 PM
Glad to see some progress on this map! Looks really good Redstar :)

Mith
01-15-2010, 10:54 PM
You probably just made this guy really happy: thread/11/1453/The-official-Redstar-we-miss-your-maps-thread (http://cspromod.com/community/thread/11/1453/The-official-Redstar-we-miss-your-maps-thread) haha.

Anyway, great job; I'm not really a great fan of Prodigy (the band that goes by the same name is awesome though) mostly because of the gaying around in ridiculous spots going on in the upper bombsite, but if you manage to fix the balancing issues it really has some potential (and some crazy spam spots!). Good luck and keep it up (specially on csp_office! :D).

TUROcKdev
01-15-2010, 11:03 PM
this is really awesome all what you do is awesome xD

haGisson
01-16-2010, 03:20 AM
<3 that map in 3on3 ^^

eSportler
01-16-2010, 04:45 AM
It would be awesome to see an overview. The screens are looking awesome, but I have the fear that it won't be balanced. So an overview with bombsites etc. would be awesome!

qUINZIe
01-16-2010, 06:20 AM
Make a faster way for ct to get from Bombspot A to B.
And also make like two new ways for T's to get to the bombspots.
Was de_prodigy ever popular?

EDIT:


Development Update January 16th 2010

Hello everyone,

Today I realized that the last time I worked on csp_prodigy was on June 2009 (last update was on May 2009; map building progress, still with dev textures, etc.)
So yeah, I kinda left this map behind at a very early stage, mainly because I was pretty busy with life and lately with other CSP stuff. So today I decided to get back to it, finish the basic building process and then start working on T spawn and a few areas. I actually worked pretty fast and can already show you the first in-game screenshots, it's still pretty alpha though.
Also I'd like to remind you why I started this project in the first place: my goal is to make a straight port of the 1.6 version to CSPromod and then, starting from this version, to make another version of prodigy which will fix the balancing issues of the map (i.e I'll enlarge and completely rework bombsite A, add new paths to access it, and more) and make the map really exciting and fun to play. By the way I'm definitely opened to your suggestions or opinions about this.

Work in progress
-

[90%] Brushwork
[55%] Texturing
[20%] Lighting
[10%] Details/Eye candy stuff

Screenshots
-

http://www.redstar.cspromod.com/csp_prodigy_a1_1.jpg

http://www.redstar.cspromod.com/csp_prodigy_a1_2.jpg

http://www.redstar.cspromod.com/csp_prodigy_a1_3.jpg

I'll also update my other map threads soon and should make updates more often :>

Good idea, csp_prodigy2? :)
You dont have to remove any parts of the map, but this is what i think it lacks:

Like i said, make the ct route from A to B faster.
Add 1 new way for T's to get into B, and 1 new way to get into A site.
Be sure your not just adding som boring alleyway or vent.
Maybe move CT-spawn so that they dont spawn inside any of the sites?
I have a couple of ideas but id need to discuss them with you and not just type them down. ;)

rvT
01-16-2010, 06:26 AM
@UP
I've played some ESL matches on prodigy couple years ago ;p

smartin
01-16-2010, 07:08 AM
i think there should be more way for the T's to get on the spots, else it is too simple for the CT's to defend them


Your right, I looked at it again and it needed a bit more.

Layout Try v2: (CLICK FOR FULL SIZE)
http://barnabyj.com/doublethink/prodigy_modified_v2_tiny.jpg (http://barnabyj.com/doublethink/prodigy_modified_v2.jpg)



A/C Unit:
http://www.hitech-ac.com/images/industrial1.jpg
This

yuri
01-16-2010, 07:55 AM
The look is very nice, if you include some gameplay tweaks it will become awesome map :)

Love1em1All
01-16-2010, 09:39 AM
An alley from T spawn to mid (employee break room) would be nice, because like that, T's have only two way in

Also, why not a way from A to the place with the little cab juste above A?

This may be an awesome map :)

SpikeMeister
01-16-2010, 09:57 AM
I'll finish recreating the map and release a first version identical to the 1.6 one and called csp_prodigy. Then, starting with the same layout, I'll make "csp_prodigy2" which will keep the prodigy theme but will be a lot more balanced and playable.

Just a reminder :)

RATpope
01-16-2010, 10:44 AM
i think there should be more way for the T's to get on the spots, else it is too simple for the CT's to defend them


Your right, I looked at it again and it needed a bit more.

Layout Try v2: (CLICK FOR FULL SIZE)
http://barnabyj.com/doublethink/prodigy_modified_v2_tiny.jpg (http://barnabyj.com/doublethink/prodigy_modified_v2.jpg)



A/C Unit:
http://www.hitech-ac.com/images/industrial1.jpg
This
+1

wHEElEr
01-16-2010, 03:17 PM
Holy shniz. You just made my day man..... check out de_odigy if u want any ideas :)

i cannot WAIT to play this map... seriously, ide love to help out any gameplay randomness :)

this looks simply excellent!

Spritz
01-16-2010, 04:13 PM
You probably just made this guy really happy: thread/11/1453/The-official-Redstar-we-miss-your-maps-thread (http://cspromod.com/community/thread/11/1453/The-official-Redstar-we-miss-your-maps-thread) haha.

Anyway, great job; I'm not really a great fan of Prodigy (the band that goes by the same name is awesome though) mostly because of the gaying around in ridiculous spots going on in the upper bombsite, but if you manage to fix the balancing issues it really has some potential (and some crazy spam spots!). Good luck and keep it up (specially on csp_office! :D).

Haha, he did indeed! :lol:

RATpope
01-17-2010, 02:55 PM
looks good so far

szidzse
01-18-2010, 05:01 PM
thats a cubase logo ?? :D FL ftw !!!!!! :mrgreen:

smartin
01-18-2010, 05:18 PM
thats a cubase logo ?? :D FL ftw !!!!!! :mrgreen:
fl is easy, but limiting.
protools, cubase, logic, ableton, reason etc are for proz

Redstar
01-18-2010, 09:10 PM
thats a cubase logo ?? :D FL ftw !!!!!! :mrgreen:

I find FL Studio handy to make quick loops when I have something in mind, but for the rest it's cubase and nothing else :P

szidzse
01-19-2010, 04:15 AM
reason doesnt supports vsts :D but i prefer nuendo instead of cubase ;)
nuendo rewired with fl :D its heaven
protools is for mac i guess

mang
01-19-2010, 07:50 AM
Impressive as always, Redstar. Are you releasing any beta or full versions of any of your maps on the 31st?

Redstar
01-19-2010, 10:18 AM
Impressive as always, Redstar. Are you releasing any beta or full versions of any of your maps on the 31st?

On the 31st, I don't think so. However I'll try to release a first beta of csp_office a few days after 1.04's release; no guarantee about that though. I'm busy with other projects and office needs a few reviews, Alba is gonna make some textures for me and after some testing I'd say that the map will be ready. If the map isn't ready by the begining of february then you can expect a release by mid-february!
Nothing is set in stone though, it all depends on the progress I'll be able to make. For example, I haven't touched csp_italy for 6 months, but I know that the map was almost ready last time I checked, I just need to take some time and organize some beta testing on the map to see if some things could be improved gameplay wise. Whenever I consider the map ready, I'll release a first public beta :>

n69ky
01-19-2010, 10:49 AM
11 February pls iz mai birdsday! ;9

love your maps!!

fingerling123
01-23-2010, 11:54 AM
Yes! This i'm really looking forward to

steNz
01-26-2010, 05:16 PM
prod is the best map ever :) make it official :O

enph
01-26-2010, 06:19 PM
There's a reason this map isn't played ._.

rvT
01-27-2010, 11:28 AM
Tweak it and make official! I'm missin' prodigy in ESL ladder ;p

Framework
02-19-2010, 10:52 AM
Did I miss a release?

n69ky
02-19-2010, 11:08 AM
Finish csp_fall first

SirK
02-19-2010, 12:29 PM
yes and i hate him for that =(

Quindoo
02-20-2010, 01:03 PM
Finish csp_fall first

Continue with your csp_venice map n69ky :D

Would like to see some improvements since the last time, new screenshots *hint* *hint*

cRuxx
03-01-2010, 11:34 PM
However I'll try to release a first beta of csp_office a few days after 1.04's release; no guarantee about that though.

Any progress since then? sorry to seem like a pest, just really keen to see your maps in action :)

Lordearon
06-09-2010, 12:18 PM
This Map is SexXxY

Jobashi
06-13-2010, 11:25 AM
Amazing, thank you Redstar for recreating one of my favourite maps <3

Lordearon
01-14-2011, 02:56 PM
I whish I was a little bit taller

purplehaze
01-30-2011, 12:03 AM
Have you made any progress on this since the start of 2010? I'm looking into reworking this one or basic work on prodigy2.
This was one of best maps imo