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08-21-2008, 05:35 AM
Well here I leave with you some maps that are unofficial but very well xD, removed from the site FpsBanana xD.

Maps as: csp_map, csp_ak-colt, csp_awp_india....

http://www.fpsbanana.com/maps/games/611

Biohazard
08-21-2008, 09:05 AM
I already had most of them..de_aztec from Xblah it's awesome.

08-22-2008, 01:08 AM
ya i beta tested that csp_aztec im in one of the screenshots for it also :P but rly who hasnt seen those maps b4

Equanimity
08-24-2008, 02:58 PM
I haven't.

Thanks for the link.

drice27
09-05-2008, 02:51 PM
I already had most of them..de_aztec from Xblah it's awesome.
thats why Xblah is a member of the offical CZS DevTeam. check the alpha stage cs_mansion_czs map here: http://www.fpsbanana.com/studios/wips/view/23199

its made by XBlah

Xblah
11-26-2008, 10:05 AM
Hey, thanks for promoting me :D. Well, as you can see, I'm a great fan of cspromod, and I've made several maps for it. But I stopped working for you because Dr. Ice invited me for CZS, and as my work for it is "more" official, I'm spending now my time on it. Sorry.

Anyway, csp_aztec is a map I worked a lot, so take a look at it. Sure, if you want I can make some improvements. I think it really does have potential.

Biohazard
11-26-2008, 01:01 PM
<3 Xblah :D

nitr0us
11-26-2008, 01:36 PM
I don't think you should waste your time on CZ: Source. You are doing a great job though on the maps.

esk
11-26-2008, 02:37 PM
Yea, you should defiantly make more csp maps. I do not think CZ:S will go anywhere.

xtobix
11-26-2008, 07:29 PM
In Source we have a flood of buggy, noobish-made, shit-maps.. to avoid this in csp i want to suggest some mapping-criterias for CSP-maps/mappers.

I think there should be some solid criterias for creating new csp maps to make them look nice.. and also makes them attractive to play. i think cashed does a nice job.. anyway.. here are some criterias - I thought they would possibly be useful.

CRITERIAS:
1. maps have to be optimized. (fps friendly)

2. maps have to be "clean"..
(not too much models --> avoids to get stuck at models, to get distracted from fragging, to get low fps... etc.
at best don't include any prop_physics. --> these affect gameplay too much!)

3. maps have to be well balanced
(since this is a competitive game, it's highest priority to have well balanced maps, which offer same chances for both teams/sides)

4. maps should have(/keep) a caracteristic layout, which is simple and not "overdressed".
(extensive and VARIED use of textures, rare use of models, rare use of displacements, minimal use of soundscapes[if you include some, make them as quiet as you can], not too much weather effects/clouds [low effect-density to not limit view, at best avoid to include any weather])

5. competitive/popular maps should be constructed the exact same (like the originals from cs1.x) for CSP.
(block by block rebuild [always choose/value map-version/-changes under the criteria of balancement], possibly same lightning + watch my previous points)


mmmh yaa... this would be my guideline to make useful csp-maps. (:
what do you think?

yuri
11-27-2008, 06:54 AM
+1

cashed
11-27-2008, 09:01 AM
id have to agree with the flood of crap that goes through css, but I probably only agree with #1. A good use of models along with good block knowledge goes along with optimizations. models are better on performance than having everything in brush form everywhere.

some responses of constructive criticism.

2) anyone who is playing will not get distracted from beauty, imo they will just be more immersed because it is more in tune to environmental reality. getting stuck on models usually doesn't happen a lot, and can be avoided if they are done properly.

3) Why? then whats the point of switching? Ive yet to see a well balanced map. Frankly its near impossible and they usually don't work. because when IRL is there balance, there isn't (dont give me this cs not realistic cause neither can real life)

4) keeping the original layout is a given, but i say do what your skills can harbor, and if your skills aren't practice. don't release a pile of crap and expect a warm welcome from cspromod or the community.

5) same as 4

j0lt
11-28-2008, 12:24 AM
A main point of this mod is to improve visuals, why keep the maps as basic and boring looking as 1.6?

yuri
11-28-2008, 07:49 AM
3) Why? then whats the point of switching? Ive yet to see a well balanced map. Frankly its near impossible and they usually don't work. because when IRL is there balance, there isn't (dont give me this cs not realistic cause neither can real life)


maps rly have to be ballanced. imba maps are frustraing, not attractive to watch and randomly /15:0 and then u loose pistol round?/

Mith
11-28-2008, 10:01 AM
I don't think using models for detailing a map would ruin the gameplay by any means. All the mapper has to do is use proper player clipping to avoid people getting stuck in places they shouldn't so it doesn't get in the way of the action =P.

Angry Beaver from the BMS team wrote a very useful article a while back about player clipping DM maps and I found it to be extremely handy. It made me concern a lot more about clipping my maps after I've finished them so the gameplay flows smoothly :D.

cashed
11-28-2008, 12:05 PM
ya i think i read that as well.

xtobix
11-29-2008, 10:56 AM
A main point of this mod is to improve visuals, why keep the maps as basic and boring looking as 1.6?

My points don't have to destroy looks.. :/
By saying "maps have to be clean" I basicly mean mappers should barely follow Counter-strike Source's de_cbble-mapping-style. If you compare Source Cbble to Source Dust2 or even Source Inferno you will notice a big difference in playability..
I think not every surface has to be a displacement.. also some models really could be left out.. (Have a look at the bombspots of Source Inferno).

j0lt
11-29-2008, 06:01 PM
I'll admit Source inferno is shit. The rest of the maps are pretty decent though :)

Improved
11-29-2008, 11:04 PM
I'll admit Source inferno is shit. The rest of the maps are pretty decent though :)

All Source maps are shit in one way or another, they even managed to screw dust2 up with all the phys_props and edges on the arch entrances (wtf is up with those edges anyhow?). All the blocking cluster and distracting enviorment made scrims a pure hell of CS:S maps. That is why regular mappers to this day make custom maps for leagues and tournaments. That was the main issue in the beginning when CS:S was released and still is to this day, the cluster and distraction.

I love(d) de_train on CS1.6 and even in CS:CZ but on CS:S... de_train... is like a big slap on the face from Valve not to mention de_nuke and de_inferno.

CS:S fucked the competitive scene bigtime... I really tried to compete in CS:S but I hated it so much that I ended going over to COD4 (just because) only to come back to CS1.6 and CS:CZ. Nothing beats the feeling in our old beloved CS.

Thats why I have my hopes up for CSP.

blaze2136
02-20-2009, 11:38 AM
I'm loving that aztec up there though, it's sweet.
Also when you cross bridge there is thunder and lightning
it was epic, and also reminds me of 1.6 woot