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Redstar
10-20-2008, 03:50 PM
Development update September 27th 2009

Hello guys,
I spent a few hours working on the map today, many things have changed since the last update (new T spawn, custom container models, updated inside, new bombsite B, css style windows, and more)
Here are some screenshots:

http://img515.imageshack.us/img515/4011/65062652.th.jpg (http://img515.imageshack.us/img515/4011/65062652.jpg) http://img515.imageshack.us/img515/7858/92625130.th.jpg (http://img515.imageshack.us/img515/7858/92625130.jpg) http://img25.imageshack.us/img25/3783/39346556.th.jpg (http://img25.imageshack.us/img25/3783/39346556.jpg) http://img19.imageshack.us/img19/5912/52497777.th.jpg (http://img19.imageshack.us/img19/5912/52497777.jpg) http://img183.imageshack.us/img183/4999/10150257.th.jpg (http://img183.imageshack.us/img183/4999/10150257.jpg) http://img21.imageshack.us/img21/2968/70700366.th.jpg (http://img21.imageshack.us/img21/2968/70700366.jpg) http://img193.imageshack.us/img193/5027/65003040.th.jpg (http://img193.imageshack.us/img193/5027/65003040.jpg) http://img21.imageshack.us/img21/4453/22576518.th.jpg (http://img21.imageshack.us/img21/4453/22576518.jpg) http://img193.imageshack.us/img193/5123/13797461.th.jpg (http://img193.imageshack.us/img193/5123/13797461.jpg) http://img34.imageshack.us/img34/373/93265929.th.jpg (http://img34.imageshack.us/img34/373/93265929.jpg) http://img30.imageshack.us/img30/968/52534144.th.jpg (http://img30.imageshack.us/img30/968/52534144.jpg) http://img25.imageshack.us/img25/2169/90308637.th.jpg (http://img25.imageshack.us/img25/2169/90308637.jpg)

Hope you like it!

ps: Alba dédicace pic 9 ;p



Development update 27/02/09

Hi everybody, here is another update as promised a week ago. I've made significant improvements on the map since the last video I posted. I've started to create my own textures ( I hope you'll like how the map looks but if you don't, give me your suggestions, I'll listen to all of them) so this is a first try.

Additions:
-Displacements next to bombsite A, bombsite B and CT spawn
-2 sliding doors: the first one next to bombsite A and the second one next to bombsite B
-3D skybox [buildings and houses] (but I'll work more on it later)
-Some props models
-New global lighting
-New textures (walls, crates, floor, etc.) + personnalised textures
-New sounds for the doors
-Larger windows for the roof@bombsite A
-Many visual stuff
-Light models on bombsite A

Changes/Tweaks:

-A few modifications on the architecture of the map (only inside the building) in order to have a well balanced map (I should make a video about that soon). But what I can tell you is that the map is now pretty well balanced and offers a lot of possibilities to cover the bombsites (CT and T)
-Intensity of some lights
-Slidding doors speed

Fixes:

-The sliding doors sounds didn't play at the right moment, this is now fixed.


*I may have forgotten some things, the list will be updated soon*


Screenshots:

http://img201.imageshack.us/img201/1699/cspofficeb60000.th.jpg (http://img201.imageshack.us/img201/1699/cspofficeb60000.jpg) http://img201.imageshack.us/img201/6959/cspofficeb60001.th.jpg (http://img201.imageshack.us/img201/6959/cspofficeb60001.jpg) http://img25.imageshack.us/img25/3279/cspofficeb60002.th.jpg (http://img25.imageshack.us/img25/3279/cspofficeb60002.jpg) http://img25.imageshack.us/img25/1581/cspofficeb60003.th.jpg (http://img25.imageshack.us/img25/1581/cspofficeb60003.jpg) http://img261.imageshack.us/img261/8857/cspofficeb60004.th.jpg (http://img261.imageshack.us/img261/8857/cspofficeb60004.jpg) http://img9.imageshack.us/img9/5796/cspofficeb60005.th.jpg (http://img9.imageshack.us/img9/5796/cspofficeb60005.jpg) http://img4.imageshack.us/img4/2193/cspofficeb60006.th.jpg (http://img4.imageshack.us/img4/2193/cspofficeb60006.jpg)

Development update October 27th 2008 : new video showing the 2nd bombsite and the 3 ways to achieve it:

-The map's building is now finished
-Added a new area and 3 different ways to achieve it
-Added the second bombsite (the new area^^)
-Added a switch which triggers off the door's opening next to CT spawn
-Added obstacles inside the building

http://www.youtube.com/watch?v=6VCc8wFxlC4 (screenshots on page 2)

New videos and screenshots to come!

To be included for the next update :

-Development of the internal bombsite, adding obstacles, maybe some crates, etc.
-Adding stairs to enter [through the window] the outside bombsite
-Replacing a few textures and adding some custome textures
-Adding visual stuff to the outside bombsite
-Removing basic lightings
-Working on a new and advanced lighting

Development update November 4th 2008:

http://img83.imageshack.us/img83/3413/officeb30008ld0.th.jpg (http://img83.imageshack.us/my.php?image=officeb30008ld0.jpg)http://img83.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)http://img352.imageshack.us/img352/7820/officeb30010xa7.th.jpg (http://img352.imageshack.us/my.php?image=officeb30010xa7.jpg)http://img352.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php) http://img83.imageshack.us/img83/3519/officeb30011uy8.th.jpg (http://img83.imageshack.us/my.php?image=officeb30011uy8.jpg)http://img83.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)http://img83.imageshack.us/img83/3659/officeb30013gz2.th.jpg (http://img83.imageshack.us/my.php?image=officeb30013gz2.jpg)http://img83.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
http://img148.imageshack.us/img148/2128/officeb30012bj1.th.jpg (http://img148.imageshack.us/my.php?image=officeb30012bj1.jpg)http://img148.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Development update Nomvember 30th 2008: CT spawn updated:

I've made some important modifications to CT spawn, I let you see by yourself

http://img377.imageshack.us/img377/9903/officeb40000lv3.th.jpg (http://img377.imageshack.us/my.php?image=officeb40000lv3.jpg) http://img79.imageshack.us/img79/4886/officeb40003rc5.th.jpg (http://img79.imageshack.us/my.php?image=officeb40003rc5.jpg)

Video:

http://www.youtube.com/watch?v=j64Inh6XkTw

I'm listening and opened to every suggestion, so feel free to post here.
Thank you

onek
10-20-2008, 03:56 PM
Hey sickkkk kiddd! :D You picked up on a great project, hope some people have some great ideas for the creator. This is a bomb version of the map, so a mix of competitive play, to make it good would suit this map quite franky ^.^ .

esk
10-20-2008, 04:53 PM
yea pretty good job man. Like that it's a bomb map now ;)

xtobix
10-20-2008, 06:05 PM
Looks good so far.
hope you will add some more cover to places where it's needed.. also you should make the windows taller at the bombspot..
Maybe make the bomb-spot a bit more complicated(eventually add a medium-size room or something like that..) so it's harder to find find and kill all enemies who are around.
I think i got a nice idea about a second bombspot in that map. that idea would make the map even bigger but it would maybe make the map more competitive, too. I'll create a concept and show my suggestion to you soon.
also you later should switch over to a snowy layout. ;)
...but as i said.. really nice work so far. (:
i am impressed and interested in your map. (:

Biohazard
10-20-2008, 06:50 PM
It looks awesome.Maybe the bombsite B should be the Projector room, even though its too closer to bombsite A..

xtobix
10-20-2008, 08:11 PM
http://img507.imageshack.us/img507/4605/600pxcsscsofficeoverviepn9.png (http://imageshack.us)
http://img507.imageshack.us/img507/600pxcsscsofficeoverviepn9.png/1/w600.png (http://g.imageshack.us/img507/600pxcsscsofficeoverviepn9.png/1/)

maybe something that's similar to this.. (this is only a concept x) )

Redstar
10-21-2008, 07:10 AM
Maybe make the bomb-spot a bit more complicated
Yeah, I'll do that when the second bombsite is done.


maybe something that's similar to this.. (this is only a concept x) )
Concerning T spawn and CT spawn I've already changed them, If you look at my video at the begining and at the end, I'm a terrorist at CT spawn ( well, in fact it is T spawn now :D ) .The same for ct spawn


also you later should switch over to a snowy layout
Well, I don't know :p, I've never really liked that snowy layout, something new could be good too

Concerning the second bombsite, you have a good idea, but the map would really be too big, I'm not sure about what I'm gonna do yet.


...but as i said.. really nice work so far. (:
i am impressed and interested in your map. (:

Thank you :)

onek
10-21-2008, 07:11 AM
I agree with that image, but I can't realy see whats happening too much, realy bad at reading birds eye views, anyhow yea, as long as the T's are further away from the bomb sites at an even length it will be good!

onek
10-21-2008, 07:12 AM
Maybe once you've done making it, you could open-source your map so easy variations could be made? So you don't have to do all the hard work ;)

Improved
10-21-2008, 07:39 AM
Hey! I'm actually working on a remake of the 1.6 version of cs_office since last week, it isn't exactly the same as the 1.6 version for the moment but I'm working on it, here's a video I made :

http://www.youtube.com/watch?v=bKnQ7AmPAFk

some information about the map (I'll update this regularly) :

-it looks a little bit empty for the moment, I haven't included lots of models ( I'll include more models when I'm done with the building part of the map)
-Also, I haven't build the cubemaps yet, that's why there's a shitty blue light.
-I've only made 1 bombsite, I don't know where I could put the other, if you have some suggestions, don't hesitate to tell me!
-I've tried to be as close as the original cs_office from 1.6 but I can't recreate it at 100%.
-The next step for me will be to change things that will make the map very balanced.

Looking good so far, but I u decompiled (not saying u did) the CS:S version and made changes to that, I think you will have more work on your hands then u think. Cause the CS:S maps are made for the bigger CS:S player models.

Looking good so far though, I'm not a hater, I'm a positive critic when it comes to maps. I would love to see a csp_office for CSP. Below I included where I think u should have the bombsite B. Similar to the first guy who posted a screen, but my idea is far easier for better for of the gameplay. U could ofc make changes of your own.

Happy making and good luck! If u need any help, dont hesitate to pm me, I'm not a bad mapper myself.

I admit that the "stairs" section in my screen could be done differently to block the view from T side. U could make some kind of nice looking corner their maybe and make the path go around the right side. U can make all sort of changes their to block the view. Good luck!

http://img101.imageshack.us/img101/600/cspofficeconceptoz3.th.gif (http://img101.imageshack.us/my.php?image=cspofficeconceptoz3.gif)http://img101.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Redstar
10-21-2008, 07:57 AM
but I u decompiled (not saying u did) the CS:S version and made changes to that, I think you will have more work on your hands then u think

nop, I didn't, I've rebuilt the all map ( 18 hours on source sdk :lol: ) The map is actually very close to cs_office from 1.6 :)


Similar to the first guy who posted a screen, but my idea is far easier for better for of the gameplay. U could ofc make changes of your own.

Your idea is pretty good, I was thinking about an other place for the second bombsite, I'll make some screenshots to show you exactly what I want to do and I'm waiting for your suggestions, but I like your idea too, like I said before I'm not decided yet ^^, I'll work on the map this week end

xtobix
10-21-2008, 08:06 AM
@ Improved.
Of course it's really imortant to use 1.6 size of the map..
In someway I like my idea better because you have a bigger office then.. I don't really like the idea of bombing away a locker room or a eating area. I think it should be a bigger office. (:
Further I think your version is a bit too simple..
there are not many maps which have small rooms as a bomb-target so I think we should try to implement a map which challenges close combat abilities..

Improved
10-21-2008, 08:14 AM
@ Improved.
Of course it's really imortant to use 1.6 size of the map..
In someway I like my idea better because you have a bigger office then.. I don't really like the idea of bombing away a locker room or a eating area. I think it should be a bigger office. (:
Further I think your version is a bit too simple..
there are not many maps which have small rooms as a bomb-target so I think we should try to implement a map which challenges close combat abilities..

I agree with u 50 %, it was merely a fast thought out idea of mine I wrote down. Dust2 have a small B bomsite and that map is the most played map in the world. Maybe he can make a not small nor a big bombsite but something inbetween, u know? Something for really good gameplay. A too small or too big bombsite is not likeable for competition.

A medium size bombsite like in Dust2 would be best.

Improved
10-21-2008, 08:16 AM
but I u decompiled (not saying u did) the CS:S version and made changes to that, I think you will have more work on your hands then u think

nop, I didn't, I've rebuilt the all map ( 18 hours on source sdk :lol: ) The map is actually very close to cs_office from 1.6 :)


Similar to the first guy who posted a screen, but my idea is far easier for better for of the gameplay. U could ofc make changes of your own.

Your idea is pretty good, I was thinking about an other place for the second bombsite, I'll make some screenshots to show you exactly what I want to do and I'm waiting for your suggestions, but I like your idea too, like I said before I'm not decided yet ^^, I'll work on the map this week end

Right on mate, I would love to give further opinions and maybe beta test it with u if u want further observation. Either way just write in this thread or pm me about what u want to do.

Peace.

Redstar
10-21-2008, 08:29 AM
Okay, I was thinking to put the second bombsite there :
http://img56.imageshack.us/my.php?image ... 000pg7.jpg (http://img56.imageshack.us/my.php?image=officeb30000pg7.jpg)
http://img508.imageshack.us/my.php?imag ... 003dy0.jpg (http://img508.imageshack.us/my.php?image=officeb30003dy0.jpg)

This area is useless in cs_office, but it has potential as a bombsite in csp_office :lol: I'll show you later where I want to make T spawn and CT spawn. What do you think about that?

Improved
10-21-2008, 08:40 AM
Okay, I was thinking to put the second bombsite there :
http://img56.imageshack.us/my.php?image ... 000pg7.jpg (http://img56.imageshack.us/my.php?image=officeb30000pg7.jpg)
http://img508.imageshack.us/my.php?imag ... 003dy0.jpg (http://img508.imageshack.us/my.php?image=officeb30003dy0.jpg)

This area is useless in cs_office, but it has potential as a bombsite in csp_office :lol: I'll show you later where I want to make T spawn and CT spawn. What do you think about that?

yeah why not, test it out.

xtobix
10-21-2008, 10:59 AM
@Improved:
Ok. Yea I know what you mean.. a really cool thing is a half-opend bomb-spot that challenges a mix of your abilities.. Some narrow places wich adjoin to a medium-room and a wide way which adjoins to it.

@Redstar:
It really depends on the locations of the team-spwans to make it a fair map.. so let's see what you've thought.
Anyway I'm convinced that some new things(rooms, ways .. what ever) would make the map more interesting.
..also it should have some nice spots to wallbang. (:

onek
10-21-2008, 11:25 AM
Do offices not have a basement with files and large boxes, just an idea for a bomb site, how about an air duct/ air shaft like in nuke kinda like a bombsite as well, 2 ways to enter, through steps to a basement or a slope, with various other locationis to other parts like mid and short 'callouts think of that for competative gaming'

A basement with boxes and filing cabnets and a fishtank would be beast, seeing your apponent through the fishes! LOL. :lol: WALLBANGED!

Improved
10-21-2008, 12:26 PM
Okay, I was thinking to put the second bombsite there :
http://img56.imageshack.us/my.php?image ... 000pg7.jpg (http://img56.imageshack.us/my.php?image=officeb30000pg7.jpg)
http://img508.imageshack.us/my.php?imag ... 003dy0.jpg (http://img508.imageshack.us/my.php?image=officeb30003dy0.jpg)

This area is useless in cs_office, but it has potential as a bombsite in csp_office :lol: I'll show you later where I want to make T spawn and CT spawn. What do you think about that?

I was thinking of since there is a nice open spot to the left of CT spawn (on the original layout), u maybe could put the B site there, just a though. Its nice and open, always love that corner of the map.

http://img261.imageshack.us/img261/8361/cspofficeconceptbrk4.th.gif (http://img261.imageshack.us/my.php?image=cspofficeconceptbrk4.gif)http://img261.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Biohazard
10-21-2008, 12:58 PM
Improved, I dont think so.It would be so easy to Terrorists to get there, I mean..It's right after their spawn lol(in this remake)

But yeah, Its awesome if it is gonna be like in your pic(improved's)

Improved
10-21-2008, 01:03 PM
Improved, I dont think so.It would be so easy to Terrorists to get there, I mean..It's right after their spawn lol(in this remake)

But yeah, Its awesome if it is gonna be like in your pic(improved's)

Yeah i know what u mean, we are just brainstorming. The only this is to make they sites so that CT comes there first, so they have time to position them selfs for defence.

Redstar
10-21-2008, 01:05 PM
http://img261.imageshack.us/img261/8361/cspofficeconceptbrk4.th.gif (http://img261.imageshack.us/my.php?image=cspofficeconceptbrk4.gif)http://img261.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

I think that it is the best solution for the moment, but the 2 bombsites are still very close to T spawn. Anyway, I'll do that and see in game how it is ;)

***EDIT*** Or I could add another room for T spawn

Redstar
10-27-2008, 01:40 PM
***CSP_office Update***

-The map's building is now finished
-Added a new area and 3 different ways to achieve it
-Added the second bombsite (the new area^^)
-Added a switch which triggers off the door's opening next to CT spawn
-Added obstacles inside the building

I made a quick video (low quality :? ) but I'll post some pics later. Also, I need suggestions for the new bombsite which looks a little bit empty for the moment. Thank you :)

==> http://www.youtube.com/watch?v=6VCc8wFxlC4

***edit*** Screenshots

http://img79.imageshack.us/img79/1774/officeb30007wg4.th.jpg (http://img79.imageshack.us/my.php?image=officeb30007wg4.jpg)http://img79.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php) http://img395.imageshack.us/img395/4427/officeb30006en6.th.jpg (http://img395.imageshack.us/my.php?image=officeb30006en6.jpg)http://img395.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)



http://img79.imageshack.us/img79/9391/officeb30005an0.th.jpg (http://img79.imageshack.us/my.php?image=officeb30005an0.jpg)http://img79.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)http://img262.imageshack.us/img262/7325/officeb30004qx6.th.jpg (http://img262.imageshack.us/my.php?image=officeb30004qx6.jpg)http://img262.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

xtobix
10-27-2008, 04:49 PM
my critics:
- no snow x)
- the ladder makes possible to get into the bomb-spot-garage really fast. better replace it with some crates, so that climbing up needs a bit more time. maybe place a container there.

suggestion:
- be creative at the garage indoor-environment.. change textures etc. place a model or something like that.
- later remove the crates, you placed inside the office and replace them with some static filecarbinets.

good work so far (:

nitr0us
10-27-2008, 05:12 PM
Question.. are the crate textures just placeholders? They don't seem to match, which is why I am wondering. But an extremely good job on the map! Congrats!

Redstar
10-27-2008, 05:27 PM
- no snow x)
bang :lol:


- the ladder makes possible to get into the bomb-spot-garage really fast. better replace it with some crates, so that climbing up needs a bit more time. maybe place a container there.
Sounds like a good idea


- be creative at the garage indoor-environment.. change textures etc. place a model or something like that.
I just put the textures because I had to, the visual stuff comes at the end, what I need now, is some suggestions for that bombsite (places of the crates, etc) Also I've just made a basic lighting for the all map, again I'll make the map look better at the end :D

Improved
10-28-2008, 08:28 AM
- the ladder makes possible to get into the bomb-spot-garage really fast. better replace it with some crates, so that climbing up needs a bit more time. maybe place a container there.
Sounds like a good idea

What about this idea for the side entrance to B site?

http://img374.imageshack.us/img374/7533/cspofficesideentrancetoks8.th.jpg (http://img374.imageshack.us/my.php?image=cspofficesideentrancetoks8.jpg)http://img374.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Redstar
10-28-2008, 12:33 PM
What about this idea for the side entrance to B site?

Yeah I like it, that's way much better than adding some crates, however, I'll have to make the stairs higher than in your pic. I can't work on the map right now cause I'm on holidays^^, but when I'm back next monday, I'll work on it and then I'll begin the beta test (Improved you're inviting of course ;) and if you have some suggestions for the inside of the bombsite (picture 4), don't hesitate to show me what you'd like to be included :)

antyper
10-29-2008, 07:12 PM
- no snow x)
bang :lol:



NO SNOW FTW. :D CSP is summer in CS life so lets leave csp_office this way !
rotfl

Redstar
10-29-2008, 08:31 PM
NO SNOW FTW. CSP is summer in CS life so lets leave csp_office this way !
rotfl

I really want to make a sunny map, I'm happy you like it this way antyper ;) Also, I think I'm gonna use some custom textures, cause I want to make a modern inside :)

onek
10-30-2008, 07:42 AM
Custom textures can be PC whoring material, but add a square tiled glass roof to the bomb site with the crates 'the new area :)', and having like a tiled shadow effect on the floor from the sun beaming down on the glass from the roof, it would look cool. by the way add a car somewhere if anyone else agrees :P

Improved
10-30-2008, 08:57 AM
Custom textures can be PC whoring material, but add a square tiled glass roof to the bomb site with the crates 'the new area :)', and having like a tiled shadow effect on the floor from the sun beaming down on the glass from the roof, it would look cool. by the way add a car somewhere if anyone else agrees :P

That exacltly what i suggested to him before... Yeah maybe one of those white trucks seen on cs_nuke @ T spawn. One of those would fit great with the office theme.

Redstar
10-30-2008, 09:06 AM
but add a square tiled glass roof to the bomb site with the crates 'the new area ', and having like a tiled shadow effect on the floor from the sun beaming down on the glass from the roof, it would look cool

Actually, I've already added a glass on the roof just before going on holidays :) , it looks a little bit like in csp_nuke^^, when I'm back home next monday I'll work on the bombsite, with some hiding spots, a lot of crates, visual stuff, etc. if you have some suggestions, you can post a draw (an overview) or something like that, of course I can show you what I want to do but the only program I have here is Paint xD

***edit***


That exacltly what i suggested to him before...

Yeah, Improved you're a very good source of inspiration :P


Yeah maybe one of those white trucks seen on cs_nuke @ T spawn. One of those would fit great with the office theme.

Definitely :) Furthermore it is very quick to had

Spritz
10-30-2008, 10:23 AM
I don't really see why a truck would fit near an office? A nice car would fit, but a truck?

Improved
10-30-2008, 09:30 PM
I don't really see why a truck would fit near an office? A nice car would fit, but a truck?

A office supply van then, u know the white one standing outside T spawn in csp_nuke.

onek
10-31-2008, 10:17 AM
How about both? in different locations ;) could be some form of cover or a jump up, but i'm being an idiot think away

Mith
10-31-2008, 06:21 PM
Wow that's some really amazing work you've done there!

One suggestion I have though: work a lot on the spam spots before you release the final map. In my opinion office has a lot of potential as far as spam spots go, would be disappointing to not be able spam that big bunch of walls it has everywhere :D.

You could also do some thinking for places/obstacles you can put in there to make flashbanging/throwing grenades easier for the terrorists, to compensate the amount of places the cts have to hide (well not right now, but I suppose you'll add more crates and stuff later which will then create a lot of hiding spots).

Well that's about it, congratulations on the great work, and keep it up!

Redstar
10-31-2008, 09:24 PM
(well not right now, but I suppose you'll add more crates and stuff later which will then create a lot of hiding spots)

Of course I will :P The second bombsite looks a little bit empty for the moment, but I'll work on it when I'm back from holidays next monday, I'll work on visual stuff too. After that I'll organize a closed beta-test in order to see:
-if the map is well balanced
-if there are some bugs
And to have some suggestions


Well that's about it, congratulations on the great work, and keep it up!

Thank you, and if you have other suggestions, don't hesitate to post here :)

Improved
10-31-2008, 10:53 PM
What about this for a b site? Ofc there is alot one can do to it. This is just a simple "sketch".

The bomb could be planted on the upper deck/platform (whatever its called) or on the ground were there is alot of space.

I have a simple bsp with for you to test Red if u want to, just hit me up on Steam when u get back.

Peace.

(Sry for the bad picture quality, I suck at posting screens)

http://d.imagehost.org/t/0107/asd1.jpg (http://d.imagehost.org/view/0107/asd1.jpg)
http://d.imagehost.org/t/0557/asd22.jpg (http://d.imagehost.org/view/0557/asd22.jpg)
http://d.imagehost.org/t/0071/asd333.jpg (http://d.imagehost.org/view/0071/asd333.jpg)
http://d.imagehost.org/t/0008/asd444.jpg (http://d.imagehost.org/view/0008/asd444.jpg)
http://d.imagehost.org/t/0574/asd55.jpg (http://d.imagehost.org/view/0574/asd55.jpg)

Redstar
10-31-2008, 11:56 PM
This is just a simple "sketch".
Simple, but I really like the concept ;)


The bomb could be planted on the upper deck/platform (whatever its called) or on the ground were there is alot of space.
The best would be on the upper platform, cause the major problem I have with csp_office is the time the terrorists spend to come and plant the bomb on this bombsite: it takes only 13 seconds , whereas it takes 19 seconds to plant on the bombsite inside the building; with the platform it would take about 16 seconds to come and plant on the outsite bombsite which is good. Adding more crates on the plateform and on the ground, and it will be a kickass bombsite :D


I have a simple bsp with for you to test thehappyprussian if u want to, just hit me up on Steam when u get back.
Sure


Sry for the bad picture quality, I suck at posting screens
:lol:

xtobix
11-01-2008, 05:42 AM
i like your scetch..
the only think i would add are some chamfers for your hand pallet trucks to get off and on the high area.

Redstar
11-01-2008, 02:06 PM
Okay, here's the bombsite's overview I quickly made on my laptop [with "paint"] :lol: :
Legend:
-Brown: crates
-Red: truck
-Green: entries
-Purple: container

http://img223.imageshack.us/img223/5853/planrs1.th.jpg (http://img223.imageshack.us/my.php?image=planrs1.jpg)http://img223.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Spritz
11-01-2008, 03:22 PM
Don't you think that are too many stairs?

In a realistic point of view it would be weird to have that many stairs in a storage.

Redstar
11-01-2008, 03:53 PM
Don't you think that are too many stairs?
In a realistic point of view it would be weird to have that many stairs in a storage.

Well, I'm not a "storage expert" :D but I want this bombsite to be nice to play and I really don't care if it's not very realistic, css maps are realistic... Anyway, I'm gonna make the bombsite this way when I'm back, then I'll post some ss and maybe a video.

Instead of stairs i'll put a ladder on the left:
http://img134.imageshack.us/img134/3696/plan2qn4.th.jpg (http://img134.imageshack.us/my.php?image=plan2qn4.jpg)http://img134.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Spritz
11-02-2008, 06:01 AM
Hmm nice, I would also suggest a swimmingpool with nades in it in the middle ;).

I editted your sketch a little to show you the idea

http://img230.imageshack.us/img230/1585/nadeskp8.th.jpg (http://img230.imageshack.us/my.php?image=nadeskp8.jpg)http://img230.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

j0lt
11-02-2008, 06:28 AM
Hmm nice, I would also suggest a swimmingpool with nades in it in the middle ;).

I editted your sketch a little to show you the idea

http://img230.imageshack.us/img230/1585/nadeskp8.th.jpg (http://img230.imageshack.us/my.php?image=nadeskp8.jpg)http://img230.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

But you're not going to be able to plant the bomb without a diving board :shock:

Redstar
11-02-2008, 08:22 AM
Hmm nice, I would also suggest a swimmingpool with nades in it in the middle ;).

I editted your sketch a little to show you the idea

Is it supposed to be funny? I don't think it is. I'm waiting for constructive posts. Everybody in this topic gave me good suggestions to help me with this project. Really I don't need some kiddy reactions like yours :?

Spritz
11-02-2008, 10:18 AM
Ah sorry Mr. Serious. But what's wrong with a little joke :S.

Redstar
11-02-2008, 10:45 AM
Ah sorry Mr. Serious.

Don't be :D I just didn't see the point of your post but if your drawing was just to joke and not to critcize then it's ok :P. I'm open to all of your suggestions (since it's not a matter of swimming pool :lol: )

Spritz
11-02-2008, 11:05 AM
Ah k, nice. (K)

onek
11-02-2008, 05:05 PM
Add a swimming pool outside, and some windows to cover the dull storage area, then we can have the swimming pool as well, just unusable

Redstar
11-04-2008, 03:59 PM
CSP_office development update 11/4/08

I'm almost done with bombsite A:
http://img83.imageshack.us/img83/3413/officeb30008ld0.th.jpg (http://img83.imageshack.us/my.php?image=officeb30008ld0.jpg)http://img83.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)http://img352.imageshack.us/img352/7820/officeb30010xa7.th.jpg (http://img352.imageshack.us/my.php?image=officeb30010xa7.jpg)http://img352.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php) http://img83.imageshack.us/img83/3519/officeb30011uy8.th.jpg (http://img83.imageshack.us/my.php?image=officeb30011uy8.jpg)http://img83.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)http://img83.imageshack.us/img83/3659/officeb30013gz2.th.jpg (http://img83.imageshack.us/my.php?image=officeb30013gz2.jpg)http://img83.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
http://img148.imageshack.us/img148/2128/officeb30012bj1.th.jpg (http://img148.imageshack.us/my.php?image=officeb30012bj1.jpg)http://img148.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

hellfire
11-04-2008, 06:59 PM
CSP_office development update 11/4/08

Looks great man. I can't wait to play 1.04! :)

Spritz
11-05-2008, 04:09 AM
Gj! I really think you made a nice layout there. With nice possibilities to cover the bomb but also enough entrances for the CT's.

But just 3 quick thoughts:

* Maybe add a small but long window high in the wall, it is just for the looks but I think it will make it somehow more alive.

* I know you aren't really busy with the textures but you should think of something to destroy. Blowing up an empty truck + a few woodenboxes doesn't make any sence.

* Last but not least, don't you think moving that container a bit away from the wall would be a good improvemend? So that it will be a bit harder to camp there, but also create a possibility to check the "frontdoor" as a T.

Mith
11-05-2008, 08:37 AM
I don't think you should worry too much about the map's "story". It's not like competitive maps do care a lot about what the terrorists are trying to destroy anyway... of course the official 1.6 maps have those little stories about why the terrorists are attacking the place and stuff, but it has never affected competitive play, and maps like cpl_mill, strike etc, don't make much sense if you think by that side.

And if it's really necessary, you could always make something up like "oh they're delivering important documents that can compromise a terrorist organization" or whatever, not that big of a deal if you ask me =P.

Oh, and great job on the A bombsite, looking good!

Redstar
11-05-2008, 12:35 PM
Maybe add a small but long window high in the wall, it is just for the looks but I think it will make it somehow more alive.
Yeah, I'll add some kind of stuff like this :)


Last but not least, don't you think moving that container a bit away from the wall would be a good improvemend? So that it will be a bit harder to camp there, but also create a possibility to check the "frontdoor" as a T.

Mmh I'm not sure, I'll see that when I begin the beta test.


I don't think you should worry too much about the map's "story". It's not like competitive maps do care a lot about what the terrorists are trying to destroy anyway... of course the official 1.6 maps have those little stories about why the terrorists are attacking the place and stuff, but it has never affected competitive play, and maps like cpl_mill, strike etc, don't make much sense if you think by that side.
And if it's really necessary, you could always make something up like "oh they're delivering important documents that can compromise a terrorist organization" or whatever, not that big of a deal if you ask me =P.

Exactly^^ When you look at the 2 bombsites of dust2 for example, it doesn't make any sense either to blow them up , but is that a problem?

Spritz
11-05-2008, 05:02 PM
It "does" make sense!

When you blow up a bomspot at de_dust2, helmets/weapons fly around (I'm not really sure if it's still that way, it's something you don't really notice after seeing it a 100000x times). So you destroy a weapondepot or something :lol:.

Spritz
11-19-2008, 01:21 PM
Nothing heared about csp_office for a while now. You got any updates, or are you just bored of office atm?

downbad
11-20-2008, 01:06 AM
yea, i think i read he started working on prodigy. its understandable, i would think working on just one map would get old after a while. i hope he sticks it out and remakes a couple good maps, b/c he's got good skills and ideas.

Redstar
11-20-2008, 10:35 AM
You got any updates, or are you just bored of office atm?
I haven't worked on office for 2 weeks. But now, I have to add some things in the inside bombsite, and also add some visual stuff like computers, shelves, etc. After that I'll begin beta testing the map.


yea, i think i read he started working on prodigy. its understandable, i would think working on just one map would get old after a while. i hope he sticks it out and remakes a couple good maps, b/c he's got good skills and ideas.
Indeed I started to rebuild de_prodigy, which is more simple ( but still long) to do. Moreover I will make the map unit for unit the same as the original again. Office, which is originaly a cs map was more difficult to make, cause I had to rebuild the map, add a new area and also change things to make the map more balanced. So that's definitely easier for prodigy.

siz
11-20-2008, 12:13 PM
I don't think you should make csp_prodigy exactly as 1.6 prodigy, because if you wan't the map to played in competitions it needs to be more balanced. It should be like tuscan for mill or forge for cbble :)

downbad
11-20-2008, 03:38 PM
i agree w/ siz. thats y the leagues dont play prodigy... too unbalanced.

i think you may be able to make it more balanced just by moving the bombsite, and maybe adding doors or boxes in strategic places to slow rush times ( like you were talking about w/ office... i.e. 18 seconds to get here and there).
http://i6.photobucket.com/albums/y220/fourjosh/de_prodigycopy.jpg

Redstar
11-20-2008, 06:17 PM
thats y the leagues dont play prodigy... too unbalanced.
They used too.

I really want to make the map exactly as it is in 1.6 first. Then I'll see for the bombsite, but I definitely don't want to add new areas like I did for csp_office.

ps: btw I'll create a specific topic for csp_prodigy later, the first ss will come soon :D

antyper
11-26-2008, 10:48 AM
admins should move this topic to "WIP".

cashed
11-26-2008, 02:58 PM
done, ty for pointing it out

Redstar
11-30-2008, 02:19 PM
Update 11/30/08

I've made modifications to CT spawn, I let you see by yourself:

Video
http://www.youtube.com/watch?v=j64Inh6XkTw

Also, some screenshots:

http://img377.imageshack.us/img377/9903/officeb40000lv3.th.jpg (http://img377.imageshack.us/my.php?image=officeb40000lv3.jpg) http://img79.imageshack.us/img79/4886/officeb40003rc5.th.jpg (http://img79.imageshack.us/my.php?image=officeb40003rc5.jpg)

I hope you like it, this is the last update until 1.04 comes out. I don't really have the motivation to continue mapping for csp right now. Indeed, nobody's playing the mod for the moment and I really don't know when beta 1.04 will be ready. But when beta 1.04 is out, I'm sure a lot of people will come back and support the project again. At this moment, I'll continue working on csp_office and csp_prodigy.
Anyway, you can give me your feedbacks, suggestions, etc. :)

esk
11-30-2008, 03:35 PM
nice, it practically looks like a replica of 1.6 office.
However, I feel you should keep working on it so when 1.04 comes out it will be almost, if not all done.
But regardless, good work and keep it up man. :P

Biohazard
11-30-2008, 09:31 PM
However, I feel you should keep working on it so when 1.04 comes out it will be almost, if not all done.

You know, you're giving him a large time to work right? :lol:

J/k

mang
12-20-2008, 10:59 AM
Hi,
I've been lurking on these forums very occasionally for some time now, but I just noticed this thread and had to register to tell you I'm very impressed with the map, and to put in my two cents. I have a lot of comments and ideas, so here goes...

In the area you can see in this screenshot (http://img79.imageshack.us/my.php?image=officeb30007wg4.jpg), the 1.6 version of cs_office had a small snow-covered light above the door, which you could get to from the crates if you knew how to strafejump. This allowed you to surprise defenders at the window who expected you to appear where the ladder was. My feeling is that you should keep this ledge and the others like it, to better mimic the feel of the 1.6 map and to allow the same interesting jumps and boosts that were possible in cs_office. I don't really know what they would look like without snow, but I'm sure there's something that would work. If anything, maybe you could make the jumps required to reach these lights more challenging as well. They were challenging for me when I was first told about strafejumping, but since it's for a Promod, it's nice to have some jumps in the map that are difficult even for good players, and also tactically useful.[/*:6f41q1tu]
Personally, aesthetically speaking, I don't like the grey tower visible in the top right-hand corner of this screenshot (http://img395.imageshack.us/my.php?image=officeb30006en6.jpg). I think it takes away from the otherwise very convincing feeling that the grey office building (the map's main building) was built first, and then the red brick storage areas were added later. That area of skyline could of course use something to make it interesting, I just don't think a grey watchtower-like building really suits the map. Also, while I'm referring to that screenshot: I agree with whoever it was who said earlier in the thread that the ladder should be replaced with something more difficult to climb. Of course, I haven't played the map, so for me it's just another question of aesthetics and realism. I just think a ladder up to a window looks odd. I don't know if boxes are the answer either - it seems like there are already enough windows in the map with conveniently-placed boxes under them. Maybe put the red storage box under the ladder window to replace the ladder, but take said red box away from the opposite window (the other window visible in that screenshot), leaving it so that it requires a boost? From a balancing point of view I think this might turn out surprisingly well.[/*:6f41q1tu]
Think carefully about the Terrorists' motive in this map, as mentioned earlier in the thread. I know it's not at all relevant to gameplay, and it's only a small factor in most maps, but it seems to be traditional for defusal maps in CS to have at least some attempt at a backstory. Why should that change when CS:Promod is supposed to be a better-looking version of CS? Since one of your bombsites is in the main building and the other is out in a storage area, they should have something visible to tie them together. One possibility, which would make csp_office different from many maps, would be to put banks of computers in each. This gives the bombsites a common theme, without going into too much detail (it doesn't directly imply what the computers are for, only that the Terrorists need to destroy one of two parts of the office's computer system). That way, your indoor bombsite could stay very similar to the cs_office version (which already has computers in that area) and the outdoor one could keep its industrial, concrete-floored feel but still have something in common with the indoor one.[/*:6f41q1tu]
Is there something you can do about the repeated textures on the ground in all the outdoor areas? I'm not a mapper so I don't know the best approach, but I'm sure there's some solution. Also the grey bricks of the office facing onto the front yard suffer a little bit from the same problem. Perhaps a patch of ivy in the middle would break it up a bit?[/*:6f41q1tu]
I think the bombsite you added is a bit too big and open, even in its latest version with the steps. It reminds me a bit of cs_deagle_warehouse, although of course not as extreme. Maybe it doesn't feel that way when you're running around in it, I don't know. I also think the room on the way to the bombsite, which you enter by the ladder, feels too big, since it's currently empty. I'm sure you will eventually fill it with something interesting and original.[/*:6f41q1tu]
Finally, I recommend that you stick with this project and take no shortcuts, because it might be a chance to make a map that will be played competitively for the next decade. If CSP takes as long to come out as it looks like it's going to, you've got plenty of time to perfect it.[/*:6f41q1tu]

Thanks for reading all of that - I guess I got a tad over-excited. A lot of my ideas probably require more work on your part than they are worth, but I hope I've at least helped you to find a different perspective on a few aspects of the map.

smartin
12-20-2008, 04:59 PM
This gives the bombsites a common theme, without going into too much detail (it doesn't directly imply what the computers are for, only that the Terrorists need to destroy one of two parts of the office's computer system)...

This is a REALLY good idea. Even for other maps - Every map should have a "story", not necessarily written down, but there should be a purpose for the terrorist attacks that one can get a brief understanding of while playing. Just makes it more genuine.

And also, thanks for taking your time writing such a well-written constructive post, mang!

Redstar
12-20-2008, 07:10 PM
Hi mang
First of all, I'd like to thank you for your post which is constructive and interesting. I'll take the time to answer each of your points and if you have other questions/suggestions or whatever, feel free to post here again ;)

1/ I've already added all the ledges which were in the original cs_office, I just didn't take the time to post new screenshots, but I will. And I totally agree with you, jumps, in a map, are very important =) Maybe I could add two or three new jumps :P

2/ To create csp_office, I have first rebuild the all map at the same size as the 1.6 version, unit by unit, after that I drew inspiration from cs_office from Counter-Strike: source, that's why I've added this "grey tower".
Concerning that ladder, I'm not decided yet. Maybe I could replace it by another ladder which doesn't seem to be fixed to the wall if you know what I mean or I have another possibility, I'll post a pic to show you.

3/Yeah that's a good idea, but it comes at the end, when my map is done. I'll take all the time needed to think about it.

4/I've changed the ground texture (again I haven't post the updated ss). And yes, I can break this impression of repeated textures, I just haven't done it yet, but don't worry, I'll make this map pretty when all the other problems are fixed =)

5/Actually the bombsite isn't as big as it looks like, and even when the player models are at 1.6 size, it won't look too big. Concerning the room, I'm working on it, I've finally decided to make it at the same size as the 1.6 one, with the same door (but this time, the door will be openable^^ with a powerful squicky sound :P )

6/I haven't really work on the map for a while cause I wasn't really motivated. Even if the beta is taking that long, it's okay.. but as everybody can see, the forums are empty, there's no new interesting topics and there hasn't been any official news for 4 months... it seems that this website is following the same way as the old one, and that's not a good thing, that's why I said I would REALLY continue working on csp_office (and also csp_prodigy) when 1.04 comes out. But I'll post some ss in order to show u what I wanted to explain in this post. And if you have other questions/suggestions, don't hesitate to ask me :)

mang
12-21-2008, 04:13 AM
Thanks for your considered and satisfying responses.

Looking at bombsite A again, I have warmed to it a lot. I am curious, though, what the adjoining section between CT spawn and A looks like - as far as I can see you haven't posted any screenshots or videos of it. Also, how quickly can the CTs get there as compared with the Terrorists? Have you done much playtesting of that area?

smartin
12-21-2008, 05:21 AM
Maybe someone who has access to a game server and its map directory could host the map for like a small group to test?

Redstar
12-21-2008, 09:55 PM
Development update 12/22/08

Okay everybody, I'm again motivated :) That's why I've decided to make a quick update, I worked a little bit on csp_office this morning and I'm pretty satisfied with the result.


I also think the room on the way to the bombsite, which you enter by the ladder, feels too big, since it's currently empty. I'm sure you will eventually fill it with something interesting and original.

That's what I've worked on. Indeed, this room was too big and useless as such, so I decided to remove it and to make a new one, exactly the same as the 1.6 one, with an openable squicky door and a new corridor to access bombsite A.

Have a look at the screenshots and the video!

Video

==> http://www.youtube.com/watch?v=irj0ZTL_RPg

Screenshots

http://img227.imageshack.us/img227/609/officeb40007dq5.th.jpg (http://img227.imageshack.us/my.php?image=officeb40007dq5.jpg) http://img518.imageshack.us/img518/7744/officeb40008vb9.th.jpg (http://img518.imageshack.us/my.php?image=officeb40008vb9.jpg) http://img370.imageshack.us/img370/4117/officeb40009vd6.th.jpg (http://img370.imageshack.us/my.php?image=officeb40009vd6.jpg) http://img227.imageshack.us/img227/7348/officeb40010ah2.th.jpg (http://img227.imageshack.us/my.php?image=officeb40010ah2.jpg) http://img370.imageshack.us/img370/6009/officeb40011vc1.th.jpg (http://img370.imageshack.us/my.php?image=officeb40011vc1.jpg) http://img370.imageshack.us/img370/7734/officeb40012zj8.th.jpg (http://img370.imageshack.us/my.php?image=officeb40012zj8.jpg) http://img518.imageshack.us/img518/4701/officeb40013ns8.th.jpg (http://img518.imageshack.us/my.php?image=officeb40013ns8.jpg)

If you have any suggestions/reactions/questions, feel free to post here,
enjoy!

mang
12-21-2008, 11:24 PM
Cool update, I like the tree and the ground textures, and the room is much improved. That ladder's a lot more realistic, too.

I was a bit worried about how quickly the Terrorists could get to A, but after testing it out in the 1.6 version, it seems that the CTs can definitely get there faster, especially if they get good spawns. However, if it does turn out to be T-biased, you can always make the roller doors slower. In fact, if all the roller doors in the map are slow like they are in 1.6, or even slower, it would make combat more interesting and challenging. Out of curiousity, are you planning on making the roller door into A able to be closed?

Redstar
12-22-2008, 10:40 AM
Out of curiousity, are you planning on making the roller door into A able to be closed?

That's actually a good idea, that roller door would be closed when the round starts and then have to be opened by CT or T with a button, outside. Or the roller door could be opened at the begining and then CT and T have the possibility to close it. I don't know which one of the 2 possibilities is the best. I also have to think about how many time that door could be opened/closed, in fact it's complicated, so if you have any suggestions..

mang
12-22-2008, 11:39 AM
To match the other doors, it should probably be closable from the inside rather than the outside. This means that it would have to start off open, so that it isn't useless for the Terrorists to enter the bombsite. Of course, it could start off closed if that bombsite turns out to be T-favoured. However, starting off closed would likely mean that it would never get used, since whoever is on the inside is likely to want it closed so they can be attacked from fewer directions.

On the other hand, having the switch on the outside would make sure it wasn't too easy to hold the site, and would make the door more usable. I guess these decisions all come down to balancing.

As far as how often the door could be used, I would say there's no reason to limit the number. The doors in the 1.6 version seem to be openable but not closable, and close by themselves after a while, but I don't see the point in that. Like de_nuke's squeaky door, I don't see why you shouldn't be able to open and shut the roller doors as often and as many times as you like, even if that means reversing its motion halfway through opening or closing. Oddly enough, the door in 1.6 seems to sometimes stop opening and start closing if you quickly duck under it when it's halfway open. I guess that bug is due to the fact that it's meant to stop closing and start opening when it's closing on top of someone. I don't know how the coding for the door works in the Source editor, but you should be able to avoid that bug by distinguishing between opening and closing, and only enforcing the change-direction-when-someone's-underneath-the-door rule when the door is actually closing... if that makes sense.

Also, do you plan on making the other door from T spawn (previously CT spawn) work? I don't think it would throw the gameplay out too much if you did, it would just give the Terrorists the option of closing it when they went A to stop the CTs rotating through T spawn unless they boost into the window where people snipe. Of course, this door should start open so the Terrorists are greeted with the same view from spawn as they were in previous versions of the map. The only reason you might make it start closed would be if the Terrorists were getting to bombsite B too quickly and they needed a slow-opening door to slow them down.

Improved
12-22-2008, 02:44 PM
Looking good, the only thing that doesnt fit the narrow connection is the 2 crates you have there. Remove the crates and add some sort of nice industry prop somewhere there, but put only 1 prop and not 2 like u have the 2 crates there now. The placement is the most important part in that narrow path... But maybe you dont need any objects there at all, since the path is so narrow. Maybe the walls are enough as cover.

//Improved

Redstar
12-22-2008, 03:29 PM
Actually I think I'm gonna remove the 2nd crate but not the first one :P

***Edit***

Just before going on holiday I've worked on 2 slidding doors, I'm gonna post a new video when I'm back in order to know what you think about it, I've also worked on a few visual stuff, the map begins being really good looking

mang
01-05-2009, 05:58 AM
http://files.filefront.com/hellhostager ... einfo.html (http://files.filefront.com/hellhostagerar/;12470341;/fileinfo.html)

Slightly relevant to cs_office. Thought you might like it.

Improved
01-05-2009, 08:53 AM
About a better option to enter the side entrance to B site... I made one a while back, but happyrussian still wanted the red ladder, imho I think my advise looks the more realistic of the two. Of course the height difference between the door and window must be adjusted. Picture below.





- the ladder makes possible to get into the bomb-spot-garage really fast. better replace it with some crates, so that climbing up needs a bit more time. maybe place a container there.
Sounds like a good idea

What about this idea for the side entrance to B site?

http://img374.imageshack.us/img374/7533/cspofficesideentrancetoks8.th.jpg (http://img374.imageshack.us/my.php?image=cspofficesideentrancetoks8.jpg)http://img374.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)

Redstar
01-05-2009, 09:03 AM
I made one a while back, but happyprussian still wanted the red ladder, imho I think my advise looks the more realistic of the two.

Of course I remember your idea, which was good, but I wanted to keep the same architecture, just like in 1.6 and I think it's quiet good now.

ps: I've replaced the red ladder by another one which doesn't seem to be fixed to the wall just like the red one was.

downbad
01-05-2009, 01:30 PM
you could have a storage conatiner w/ a ladder on it and you would have to jump from the container threw the window. it still may change the architecture a little to much for your taste tho. im saying this idea b/c i think i remember u saying you wanted to slow the rush a little bit. it still follows the theme of the loading dock and would provide more places to hide. there was a tank in the middle of this area in 1.6 that provided cover, if im not mistaken it isn't there in your csp_office. this container could provide that missing piece of cover that was in the original map.

EDIT to add photo:
http://i6.photobucket.com/albums/y220/fourjosh/cspofficesideentrancetoks8copy23.jpg

Redstar
01-20-2009, 01:48 PM
If you want to see one of the slidding doors I made a little video test in 16/9:
http://www.youtube.com/watch?v=vioHnF1RQzE

and if you want to see some of my other videos, feel free to visit:
http://www.youtube.com/RedstarDEV

I'll take the time to post a real video showing the whole progress

***Edit***

I've stopped working on csp_office for a while cause I have other priorities, but I should probably post a new update during the next holydays if I have some time to work on it. Also, if I have time and motivation, I'll start over the reconstruction of csp_prodigy.

rvT
02-20-2009, 03:42 PM
How work is going on? some updates?

esk
02-20-2009, 03:46 PM
I think somewhere he posted that he had finished work on csp_office and was going to release it once 1.04 became public. But i can't find that quote anywhere atm. :?

EDIT**
http://www.cspromod.com/forums/viewtopic.php?f=13&t=276


Btw have you completely finished csp_office yet?

csp_office is now ready for a first beta, but I'll release it when 1.04 comes out, so I hope you are doing a good job as a beta tester :P

rvT
02-20-2009, 04:06 PM
K, thx esk. That will be cool if it is true :]

Redstar
02-21-2009, 08:02 AM
How work is going on? some updates?

I haven't touch the map for a while since I said it was ready for a first beta release. However I think I'll push the release further. I'm gonna work on csp_office this week-end and post an update in a few days.

Also, I want to start another project: rebuilding cs_italy and change it to a bomb/deffuse map. I'll create a specific topic in the WIP Levels section.

rvT
02-21-2009, 09:41 AM
great info redstar if you need some ideas or map tester just say xD

smartin
02-21-2009, 12:04 PM
Here's some inspiration:
Or you could just play through Mirrors Edge.
Really nice with a lot of details even though the walls and floors are clean:

http://data.fuskbugg.se/skalman01/interior_insp_1.jpg
http://data.fuskbugg.se/skalman01/interior_insp_2.jpg
http://data.fuskbugg.se/skalman01/interior_insp_4.jpg
http://data.fuskbugg.se/skalman01/interior_insp_5.jpg

mang
02-21-2009, 12:38 PM
CSP_Italy sounds like a cool project, I'll be watching its progress if you decide to do it. Off the top of my head, though, I don't know if I can visualise it. What areas were you thinking might become bombsites?

smartin
02-21-2009, 01:20 PM
What areas were you thinking might become bombsites?

Here's what I would suggest:

Bombsite A, the market:
http://data.fuskbugg.se/skalman01/bomb_A.jpg

Bombsite B, the balcony (with some imagination and will, this could easily be remade to become easier to reach w/ stairs and slopes etc.):
http://data.fuskbugg.se/skalman01/bomb_B.jpg

nitr0us
02-21-2009, 01:21 PM
LOL @ B BOMBSITE :lol:

It will be nearly impossible to take that bombsite.

esk
02-21-2009, 01:24 PM
hmm, i agree on the market being A bombsite, however, idk which would be the best for bombsite B?

Redstar
02-21-2009, 01:29 PM
Okay guys I'm creating the topic, I don't want you to spam my csp_office topic :lol:

smartin
02-21-2009, 01:35 PM
Dudes, I'm not talking about making that B bombsite if you recreate the map exactly like the 1.6 version, I'm just saying you could use that space to make a bombsite ;P

edit: You could for example use the inside of that house

Redstar
02-21-2009, 01:38 PM
Okay, you can now propose your suggestions in the CSP_italy topic :)

Ebola
02-23-2009, 04:56 PM
Wow looks great man :P nice work

Redstar
02-27-2009, 03:23 PM
Development update 27/02/09

Hi everybody, here is another update as promised a week ago. I've made significant improvements on the map since the last video I posted. I've started to create my own textures ( I hope you'll like how the map looks but if you don't, give me your suggestions, I'll listen to all of them) so this is a first try.

Additions:
-Displacements next to bombsite A, bombsite B and CT spawn
-2 sliding doors: the first one next to bombsite A and the second one next to bombsite B
-3D skybox [buildings and houses] (but I'll work more on it later)
-Some props models
-New global lighting
-New textures (walls, crates, floor, etc.) + personnalised textures
-New sounds for the doors
-Larger windows for the roof@bombsite A
-Many visual stuff
-Light models on bombsite A

Changes/Tweaks:

-A few modifications on the architecture of the map (only inside the building) in order to have a well balanced map (I should make a video about that soon). But what I can tell you is that the map is now pretty well balanced and offers a lot of possibilities to cover the bombsites (CT and T)
-Intensity of some lights
-Slidding doors speed

Fixes:

-The sliding doors sounds didn't play at the right moment, this is now fixed.


*I may have forgotten some things, the list will be updated soon*


Screenshots:

http://img201.imageshack.us/img201/1699/cspofficeb60000.th.jpg (http://img201.imageshack.us/img201/1699/cspofficeb60000.jpg) http://img201.imageshack.us/img201/6959/cspofficeb60001.th.jpg (http://img201.imageshack.us/img201/6959/cspofficeb60001.jpg) http://img25.imageshack.us/img25/3279/cspofficeb60002.th.jpg (http://img25.imageshack.us/img25/3279/cspofficeb60002.jpg) http://img25.imageshack.us/img25/1581/cspofficeb60003.th.jpg (http://img25.imageshack.us/img25/1581/cspofficeb60003.jpg) http://img261.imageshack.us/img261/8857/cspofficeb60004.th.jpg (http://img261.imageshack.us/img261/8857/cspofficeb60004.jpg) http://img9.imageshack.us/img9/5796/cspofficeb60005.th.jpg (http://img9.imageshack.us/img9/5796/cspofficeb60005.jpg) http://img4.imageshack.us/img4/2193/cspofficeb60006.th.jpg (http://img4.imageshack.us/img4/2193/cspofficeb60006.jpg)

smartin
02-27-2009, 04:02 PM
DAMN that's sexy, red! But I think that the black is a bit too dominating, making the rooms darker and repetitive. Try coloured walls instead, or white walls with some modern, stylish, coloured stripes. You can keep some black walls in sections where it's supposed to be a little darker, but not everywhere.

Overall, very good job and good luck on further progress! :D

http://www.zeitgasm.com/mirrorsedge-blog.jpg

edit: and btw, get rid of the blue-green broadloom on all the floor and get some proper floor :D

Redstar
02-27-2009, 04:47 PM
DAMN that's sexy, red! But I think that the black is a bit too dominating, making the rooms darker and repetitive.

Actually I plan to make the inside 50% black 50% white, it's just that I haven't created the white texture yet, so for now it's 95% black, but the idea is here, I'm really modernizing the inside and thing will be going that way.


and btw, get rid of the blue-green broadloom on all the floor and get some proper floor

Of course I will, but again I haven't created the floor texture yet, so I had to keep that carpet texture.


Overall, very good job and good luck on further progress! :D

Thanks mate :)

Improved
02-28-2009, 02:45 AM
Good looking mate, much better than the last version, you have done a great job, keep it coming mate!

Damn that outside bombsite looks sexy! :lol:

rvT
02-28-2009, 12:28 PM
fckin sexy! but too dark for me :] Make the map little bit brighter.

Spritz
02-28-2009, 02:38 PM
Great Job! But I don't think black is the right "colour".

Redstar
02-28-2009, 03:53 PM
Yeah guys I know the inside looks a little bit too dark for now but like I said I've just created one wall texture (which is the dark one) and a white desktop texture (can't really see it on my pics) for now. When I create a second wall texture (a white one) it will definitely look less dark. Besides I can make some lighting adjustements, actually I will.

Anyway thank you for your comments :)

ps: @Improved, I bet you like the bombsite's roof more now :D

to0om17
02-28-2009, 03:59 PM
Amazing!
If the map plays right, i think it might take over dd2 ;D

Improved
02-28-2009, 06:18 PM
Yeah guys I know the inside looks a little bit too dark for now but like I said I've just created one wall texture (which is the dark one) and a white desktop texture (can't really see it on my pics) for now. When I create a second wall texture (a white one) it will definitely look less dark. Besides I can make some lighting adjustements, actually I will.

Anyway thank you for your comments :)

ps: @Improved, I bet you like the bombsite's roof more now :D

Hehe yeah, the roof looks better mate, btw if u want me to do some textures just hit me up on msn or steam!

;)

j0lt
02-28-2009, 06:37 PM
Wow, looking bloody amazing! Can't wait to play it :D

I've always liked office, I hope this works out and becomes a popular war map ;)

diadem
03-01-2009, 03:05 PM
that looks bloody awesome mate!!

just waiting for the next release to play it :)

downbad
03-01-2009, 07:03 PM
this map is going to be played for a long time! are you gonna put an easter egg in the map? :roll:

mang
03-01-2009, 08:05 PM
this map is going to be played for a long time! are you gonna put an easter egg in the map? :roll:The breakable wall was the best part of cs_office. :P

The new version looks nice. I'll try and collect my thoughts about it and make some comments later today. Any chance you could give us more information on the layout changes you've made?

Redstar
03-03-2009, 02:31 PM
are you gonna put an easter egg in the map? :roll:

Yeah.. maybe :P


Any chance you could give us more information on the layout changes you've made?

Yeah sure, I said I'd post a video soon. I also plan to start a beta test on the map with some of you. But since I'm really busy with studies atm it won't happen before the next 2 weeks.
Oh and thx for the others' comments :)

Venigo
03-05-2009, 06:29 PM
Very nice, Redstar my compliments.

Only the light at some places could be better, but further it is very nice.

I've made some quick sketches for you.

http://www.imgdumper.com/file/img/2009/mar/06/img/4sy28n75mn44s1g0tn8uy3dme.png (http://www.imgdumper.com/img.php?id=12498)
(The garage, a bit 'cooler' light)

http://www.imgdumper.com/file/img/2009/mar/06/img/jgi4b9vdujtbh3b1hguymzafc.png (http://www.imgdumper.com/img.php?id=12498)
(Inside, Red walls, Dark floor, Dark top > Suggestion, maybe you can use some wooden floor (laminate?))

http://www.imgdumper.com/file/img/2009/mar/06/img/6m87sbdnn40l5is12zjqqaxj8.png (http://www.imgdumper.com/img.php?id=12498)
(Outside, a bit 'cooler' light)

My english is not quite good.. but I hope that you'll understand it.

The map is now already almost perfect, it's now like finishing and looks what is the best.

Greetings.

downbad
03-05-2009, 09:42 PM
he has good suggestions. instead of white maybe red b/c of 1.7 :D

light maroon matches good with outside bricks.
http://i6.photobucket.com/albums/y220/fourjosh/maroon.jpg

Redstar
03-06-2009, 02:43 PM
Only the light at some places could be better

Actually I'm pretty satisfied with my bombsite lighting, I don't want to use only white lights on the map. But for the outside, I agree and I may change it a bit. Concerning the inside I'm not decided yet, I want to try to make it black and white at first, then I'll post new pictures. And if you don't like them, I'll be opened to other suggestions, other tons of colors.


Very nice, Redstar my compliments.

Thank you

messey
04-17-2009, 10:29 AM
first time i had a look at this thread


dude the map looks amazing keep up the great work
i quit mapping some months ago because i didnt have the time to do it anymore

the only thing i am sligthly worried about is the black texture that u use for the walls. while i am virtually thrilled by the color i wonder whether the texture absorbs too much light ingame, meaning it would simply be too dark. but im sure u figuered that out already!

well done

Redstar
04-19-2009, 07:06 AM
thank you man,
The black texture was a first try, I plan to make more custom textures but I haven't done them yet.

KaNaR
04-30-2009, 11:39 AM
For the first time I saw the screenshots on the 5th page, and the map is beautiful !! Im looking forward to playing it ;)

Redstar
05-21-2009, 10:32 AM
Development update 21/05/09

Hi guys,
It's been a while since the last update, I decided to work a bit on the map lately since I'll soon provide a first beta of csp_office to the beta testing team. I'm currently looking for a texture artist to make custom textures for the inside part of csp_office, so if you have some experience with texturing, pm me on irc #cspromod or here on the forums.

Screenshots

http://img32.imageshack.us/img32/3120/cspoffice1.th.jpg (http://img32.imageshack.us/img32/3120/cspoffice1.jpg) http://img32.imageshack.us/img32/6304/cspoffice2.th.jpg (http://img32.imageshack.us/img32/6304/cspoffice2.jpg) http://img194.imageshack.us/img194/5126/cspoffice3c.th.jpg (http://img194.imageshack.us/img194/5126/cspoffice3c.jpg) http://img200.imageshack.us/img200/7181/cspoffice4.th.jpg (http://img200.imageshack.us/img200/7181/cspoffice4.jpg) http://img200.imageshack.us/img200/3687/cspoffice5.th.jpg (http://img200.imageshack.us/img200/3687/cspoffice5.jpg) http://img199.imageshack.us/img199/5641/cspoffice6.th.jpg (http://img199.imageshack.us/img199/5641/cspoffice6.jpg) http://img199.imageshack.us/img199/8855/cspoffice7.th.jpg (http://img199.imageshack.us/img199/8855/cspoffice7.jpg) http://img41.imageshack.us/img41/8426/cspoffice8.th.jpg (http://img41.imageshack.us/img41/8426/cspoffice8.jpg) http://img41.imageshack.us/img41/18/cspoffice9.th.jpg (http://img41.imageshack.us/img41/18/cspoffice9.jpg) http://img41.imageshack.us/img41/8076/cspoffice10.th.jpg (http://img41.imageshack.us/img41/8076/cspoffice10.jpg) http://img41.imageshack.us/img41/8493/cspoffice11.th.jpg (http://img41.imageshack.us/img41/8493/cspoffice11.jpg) http://img41.imageshack.us/img41/5701/cspoffice12.th.jpg (http://img41.imageshack.us/img41/5701/cspoffice12.jpg)

Enjoy!
Thanks for your support!

alba
05-21-2009, 10:32 AM
pwned smartin!

Redstar
05-21-2009, 10:34 AM
:lol: 20 secondes!!

alba
05-21-2009, 10:38 AM
comme quoi (et j'en rajoute une couche!)

Quote for the new page:

Development update 21/05/09

Hi guys,
It's been a while since the last update, I decided to work a bit on the map lately since I'll soon provide a first beta of csp_office to the beta testing team. I'm currently looking for a texturer to make custom textures for the inside part of csp_office, so if you have some experience with texturing, pm me on irc #cspromod or here on the forums.

Screenshots

http://img32.imageshack.us/img32/3120/cspoffice1.th.jpg (http://img32.imageshack.us/img32/3120/cspoffice1.jpg) http://img32.imageshack.us/img32/6304/cspoffice2.th.jpg (http://img32.imageshack.us/img32/6304/cspoffice2.jpg) http://img194.imageshack.us/img194/5126/cspoffice3c.th.jpg (http://img194.imageshack.us/img194/5126/cspoffice3c.jpg) http://img200.imageshack.us/img200/7181/cspoffice4.th.jpg (http://img200.imageshack.us/img200/7181/cspoffice4.jpg) http://img200.imageshack.us/img200/3687/cspoffice5.th.jpg (http://img200.imageshack.us/img200/3687/cspoffice5.jpg) http://img199.imageshack.us/img199/5641/cspoffice6.th.jpg (http://img199.imageshack.us/img199/5641/cspoffice6.jpg) http://img199.imageshack.us/img199/8855/cspoffice7.th.jpg (http://img199.imageshack.us/img199/8855/cspoffice7.jpg) http://img41.imageshack.us/img41/8426/cspoffice8.th.jpg (http://img41.imageshack.us/img41/8426/cspoffice8.jpg) http://img41.imageshack.us/img41/18/cspoffice9.th.jpg (http://img41.imageshack.us/img41/18/cspoffice9.jpg) http://img41.imageshack.us/img41/8076/cspoffice10.th.jpg (http://img41.imageshack.us/img41/8076/cspoffice10.jpg) http://img41.imageshack.us/img41/8493/cspoffice11.th.jpg (http://img41.imageshack.us/img41/8493/cspoffice11.jpg) http://img41.imageshack.us/img41/5701/cspoffice12.th.jpg (http://img41.imageshack.us/img41/5701/cspoffice12.jpg)

Enjoy!
Thanks for your support!

rvT
05-21-2009, 10:48 AM
looks fckn' sweet! GJ

Mith
05-21-2009, 11:10 AM
That's astonishing work! :shock: :o

Seriously, this is awesome, and I've always loved playing some DM in office since it has pretty cool angles all over the map. If this map plays as good as it looks, I'm definitely going to scrim in it once 1.04 is released!

:mrgreen:

smartin
05-21-2009, 12:02 PM
Just like i expected LUDO.
@Red; gorgeous as usual :) <3<3<3

TUROcKdev
05-21-2009, 02:13 PM
awesome !!! :D

paradox
05-21-2009, 02:51 PM
imo the slate tiles and black walls look odd - especially when the walls are darker than the floor - try carpet and lighter paint? Great work nevertheless!

Redstar
05-21-2009, 03:26 PM
@paradox
Thanks for the comment, unfortunately the other textures provided don't match the atmosphere I want to give to csp_office, that's why I'm looking for a texture artist =)

alba
05-21-2009, 03:31 PM
... that's why I'm looking for a texturer =)

On dit un "Texture Artist" pas un texturer, espice di francais :P

Redstar
05-21-2009, 04:33 PM
On dit bien "a programmer", dans ma tête j'ai toujours suivi cette logique et donc pour moi c'était "a texturer" :lol: Mais donc c'est pas ça, I apologize ;p

j0lt
05-21-2009, 10:08 PM
Red that looks fucking sexy.

I'll be getting some pointers off you when I finish the layout to storage :D

KaNaR
05-22-2009, 05:42 AM
http://img32.imageshack.us/img32/3120/cspoffice1.th.jpg (http://img32.imageshack.us/img32/3120/cspoffice1.jpg)
Can we go on the top of the building ? (i can see doors)

Anyway great job, looking forward to play it :)
On dit bien "a programmer", dans ma tête j'ai toujours suivi cette logique et donc pour moi c'était "a texturer" :lol: Mais donc c'est pas ça, I apologize ;pOui en français on dit aussi programmeur, mais j'ai jamais entendu textureur ^^ (d'ailleurs le dico de FF me le souligne en rouge :p )

Redstar
05-22-2009, 06:51 AM
Can we go on the top of the building ? (i can see doors)

No, it's just a visual addition to the map which adds more depth to the level and won't effect the original layout =)

KaNaR
05-22-2009, 08:16 AM
Oh and one more thing, what is the current overview ?

Redstar
05-23-2009, 08:07 AM
This is the curent overview which may change a bit in the next few weeks

Overview

http://img40.imageshack.us/img40/5253/cspofficeoverview.th.jpg (http://img40.imageshack.us/img40/5253/cspofficeoverview.jpg)

***Edit*** I forgot to indicate the bombsites and spawns location, I'll reupload this in a few minutes.

KaNaR
05-23-2009, 09:18 AM
I <3 it :D

I first thought that the bombsites were a bit too far away from each other, but I think it could be great :)

05-29-2009, 03:14 AM
nice work man! :)

i'd love to see some diffrent colors at the mainbuilding :9 here an example ;X

http://img43.imageshack.us/img43/7222/texturing.th.jpg (http://img43.imageshack.us/my.php?image=texturing.jpg)

PutridBeing
05-29-2009, 10:51 AM
Any luck on finding a texturer Red? I still hope you have plans of making a Mirror's Edge looking office.

Redstar
05-31-2009, 06:41 AM
I still hope you have plans of making a Mirror's Edge looking office.

I do, "Improved" told me he would make custom textures if I wanted to, but I haven't talked to him since then.

mang
05-31-2009, 12:38 PM
Overview

http://img40.imageshack.us/img40/5253/cspofficeoverview.th.jpg (http://img40.imageshack.us/img40/5253/cspofficeoverview.jpg)

***Edit*** I forgot to indicate the bombsites and spawns location, I'll reupload this in a few minutes.Did you ever reupload? I see the bombsites but not the spawn locations...

Redstar
06-23-2009, 02:39 AM
Development update 23/06/09

Hi guys,
It's been one month since the last update so I've decided to post a few screenshots and informations here. Beta testing on the map began a few weeks ago, lots of things have been tweaked, improved, visually and gameplay speaking. I'll post more detailed informations tomorrow.
On the screenshots you can see the new T spawn (screenshots n°9 and 10), CT spawn (screenshot n°4), some out of play areas (screenshots n°5 and 18), bombsite A (screenshot n°13 and 14) and bombsite B (screenshot n°12)

Screenshots (click to enlarge)

http://img87.imageshack.us/img87/3029/29608413.th.jpg (http://img87.imageshack.us/img87/3029/29608413.jpg) http://img87.imageshack.us/img87/8568/65573307.th.jpg (http://img87.imageshack.us/img87/8568/65573307.jpg) http://img31.imageshack.us/img31/7952/13687449.th.jpg (http://img31.imageshack.us/img31/7952/13687449.jpg) http://img31.imageshack.us/img31/9807/41966147.th.jpg (http://img31.imageshack.us/img31/9807/41966147.jpg) http://img151.imageshack.us/img151/2152/98691564.th.jpg (http://img151.imageshack.us/img151/2152/98691564.jpg) http://img151.imageshack.us/img151/4417/77974630.th.jpg (http://img151.imageshack.us/img151/4417/77974630.jpg) http://img196.imageshack.us/img196/7905/25355316.th.jpg (http://img196.imageshack.us/img196/7905/25355316.jpg) http://img196.imageshack.us/img196/6559/71628839.th.jpg (http://img196.imageshack.us/img196/6559/71628839.jpg) http://img341.imageshack.us/img341/4537/94030180.th.jpg (http://img341.imageshack.us/img341/4537/94030180.jpg) http://img341.imageshack.us/img341/544/59864373.th.jpg (http://img341.imageshack.us/img341/544/59864373.jpg) http://img37.imageshack.us/img37/1529/44369045.th.jpg (http://img37.imageshack.us/img37/1529/44369045.jpg) http://img37.imageshack.us/img37/3858/65232032.th.jpg (http://img37.imageshack.us/img37/3858/65232032.jpg) http://img341.imageshack.us/img341/8563/29934350.th.jpg (http://img341.imageshack.us/img341/8563/29934350.jpg) http://img341.imageshack.us/img341/6504/14132311.th.jpg (http://img341.imageshack.us/img341/6504/14132311.jpg) http://img195.imageshack.us/img195/2127/43128204.th.jpg (http://img195.imageshack.us/img195/2127/43128204.jpg) http://img190.imageshack.us/img190/145/34336000.th.jpg (http://img190.imageshack.us/img190/145/34336000.jpg) http://img190.imageshack.us/img190/2619/99633244.th.jpg (http://img190.imageshack.us/img190/2619/99633244.jpg) http://img520.imageshack.us/img520/8803/95449023.th.jpg (http://img520.imageshack.us/img520/8803/95449023.jpg)

Enjoy and feel free to comment!

smartin
06-23-2009, 02:43 AM
DAMN THAT SHIT IS HOT
Liking the new building extension btw, looks powerful!
Good job as always, Red! <3

IN YOUR FACE ALBA.

j0lt
06-23-2009, 03:16 AM
Haha ^^

Yep, this map is mint.

rezuth
06-23-2009, 03:51 AM
Looks a bit dull but otherwise a good effort. I do miss my beatiful and unique snow :(

rvT
06-23-2009, 07:06 AM
it looks nice but it's too fckin dark (outside also) for competitive playin' like in css ;/

downbad
06-23-2009, 07:10 AM
i liked the green grass better. the lighting makes it look uninviting. and have you decided to keep the black paint inside?

06-23-2009, 07:16 AM
a little darkish :P

but nice work :)

veggi
06-23-2009, 08:24 AM
it's not that dark, trust me ;)

great work :D

Redstar
06-23-2009, 08:33 AM
All right, thanks for those first feedbacks!
I'm currently making some changes taking into account what you've just said.
Let me answer a few questions:


i liked the green grass better. the lighting makes it look uninviting. and have you decided to keep the black paint inside?

Gravel, grass or snow; these three textures look good, I'm not decided yet.

About the lighting, I don't think it looks uninviting, in fact that's the contrary when you play the map. But I recognize that it may be a bit too dark and actually that's exactly what I was trying to do. Anyway I'll make the global lighting a bit brighter.

About the black paint, I want to keep a few walls textured with it but not all of them of course. The problem is that I need one or 2 bright custom textures, I think I'm going to make them by myself, but still I'm not good at creating textures so if someone here is a texture artist or has some knowledges, please pm here or on irc #cspromod, thank you

***EDIT***

Make sure to check the topic again in a few hours, I'll post some new screenshots with lighting tweaks and maybe new textures for the inside if I manage to create them properly :lol:
Oh and like veggi said it's not that dark once you've tested it in-game ;)

06-23-2009, 08:57 AM
nto too dark ... okay but when i think at cs_office from cs1.6 its BRIIIGHt like hell :D

to0om17
06-23-2009, 10:57 AM
Fucking amazing!

Green
06-23-2009, 11:10 AM
lol nice map :!: :!: :!: :!: :D :D :D

KaNaR
06-23-2009, 05:13 PM
I don't like the outdoor lighting :(

And the indoors are too empty, maybe some decorations would be fine :)

Redstar
06-23-2009, 06:48 PM
Okay, I've finished creating 2 custom textures: a white wall texture and a black door texture.
I'd like to know what you guys think about it, I'm not really talking about the textures themselves since like I said I'm not good at creating textures, but I'm talking about this new style that the map could have. Thanks for your feedbacks!


I don't like the outdoor lighting :(

And the indoors are too empty, maybe some decorations would be fine :)

Mmh I'll change the skybox texture to something less "dark and purple" :P but I want to keep kinda the same outdoor lighting, just going to make it brighter.
About the indoors, they're far away from beeing empty, you can't really see it on these screenshots though.

Screenshots

http://img197.imageshack.us/img197/9684/cspofficeb9testo0001.th.jpg (http://img197.imageshack.us/img197/9684/cspofficeb9testo0001.jpg) http://img197.imageshack.us/img197/8889/cspofficeb9testo0002.th.jpg (http://img197.imageshack.us/img197/8889/cspofficeb9testo0002.jpg)

PutridBeing
06-23-2009, 07:49 PM
Okay, I've finished creating 2 custom textures: a white wall texture and a black door texture.
I'd like to know what you guys think about it, I'm not really talking about the textures themselves since like I said I'm not good at creating textures, but I'm talking about this new style that the map could have. Thanks for your feedbacks!


I don't like the outdoor lighting :(

And the indoors are too empty, maybe some decorations would be fine :)

Mmh I'll change the skybox texture to something less "dark and purple" :P but I want to keep kinda the same outdoor lighting, just going to make it brighter.
About the indoors, they're far away from beeing empty, you can't really see it on these screenshots though.

Screenshots

http://img197.imageshack.us/img197/9684/cspofficeb9testo0001.th.jpg (http://img197.imageshack.us/img197/9684/cspofficeb9testo0001.jpg) http://img197.imageshack.us/img197/8889/cspofficeb9testo0002.th.jpg (http://img197.imageshack.us/img197/8889/cspofficeb9testo0002.jpg)
Already looks immensly better compared to what you had before. It's definitely a good start.

downbad
06-23-2009, 07:51 PM
yea a lot better. and maybe some blue carpet?

EDIT:
Here are some JPEGs i made of white walls, carpet, and wood floors. Idk if you can use them as your textures.

http://i6.photobucket.com/albums/y220/fourjosh/th_whitewalls.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=whitewalls.jpg)

http://i6.photobucket.com/albums/y220/fourjosh/th_whitewalls2.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=whitewalls2.jpg)

http://i6.photobucket.com/albums/y220/fourjosh/th_bluecarpet.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=bluecarpet.jpg)

http://i6.photobucket.com/albums/y220/fourjosh/th_woodfloor.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=woodfloor.jpg)

smartin
06-23-2009, 11:12 PM
HERE's what I did when I was bored 05:10 am:

http://img32.imageshack.us/img32/8782/officebeforeafter.jpg


I don't even know if I like it, but it turned out cool or something so I thought I'd share it for inspiration purposes.
Cheers

downbad
06-23-2009, 11:21 PM
or you could add a chair rail and use two different colors. white on top.
http://aandacorporation.com/images/chair_rail.jpg

PutridBeing
06-23-2009, 11:54 PM
HERE's what I did when I was bored 05:10 am:

http://img32.imageshack.us/img32/8782/officebeforeafter.th.jpg (http://img32.imageshack.us/img32/8782/officebeforeafter.jpg)


I don't even know if I like it, but it turned out cool or something so I thought I'd share it for inspiration purposes.
Cheers
:shock: That looks just like Mirror's Edge :shock:

I like it!

mang
06-24-2009, 01:06 AM
Wow, I'm impressed at the amount of polish that's being applied to this map. The dusk lighting outdoors looks really cool (and I'm prepared to take your word for it that it doesn't compromise in-game visibility). I never really thought the black walls worked, but the white ones look pretty good and I'm sure you'll experiment with plenty of walls and carpets and so on.

I may have asked this earlier in the thread, but are you going to leave the breakable wall with the picture of a mouse behind it (or a new modified version)?

rvT
06-24-2009, 07:32 AM
Smartin definitely brighter textures looks better, I'm amazed. Imo walls should have 2 colours like in this ss with mirror edge like walls. You can also try make wooden panel (bright brown) near the ground and rest of the wall can be white or so...

Redstar
06-24-2009, 08:01 AM
Wow, I'm impressed at the amount of polish that's being applied to this map. The dusk lighting outdoors looks really cool (and I'm prepared to take your word for it that it doesn't compromise in-game visibility). I never really thought the black walls worked, but the white ones look pretty good and I'm sure you'll experiment with plenty of walls and carpets and so on.

I may have asked this earlier in the thread, but are you going to leave the breakable wall with the picture of a mouse behind it (or a new modified version)?

Thanks! Indeed, it doesn't compromise in-game visibility and it looks really cool with the latest lighting adjustements which keep this dusky ambiance.
About the easter egg, there's already one in the map ( a new one :lol: ), and yes, I think I'm gonna add this one too ;p

__________________

I'm currently working on the black floor texture, unfortunately it's a bit more tricky to add a proper reflexion to it and to make it look good than in smartin's screenshot comparison. But this is basically how the map is gonna look once all the textures are done with the correct settings.

06-24-2009, 09:50 AM
pls don't add the old easter egg :)

pls let the old times be old times :D

hmmm wanna lamps like this http://www.eyesod.com/images/docs/Salta ... Office.JPG (http://www.eyesod.com/images/docs/Salta_InsideOffice.JPG)
or this http://www.wertzcontracting.com/photos/ ... ide_13.jpg (http://www.wertzcontracting.com/photos/office_inside_13.jpg)

and dont forget some details like the air-thingy up there

smartin
06-24-2009, 03:05 PM
the old easter egg won't hurt anybody. it'll just be a fun little nostalgic feature that sure will bring back memories for some players :)

PutridBeing
06-24-2009, 09:07 PM
If you go with the mock up that smartin made I think it would be cool if you made each individual hall a separate color. So we can say things like "orange hall" or "blue hall" or something like that.

smartin
06-24-2009, 09:17 PM
Like this?
http://img91.imageshack.us/img91/4604/office2.jpg (http://img91.imageshack.us/img91/4604/office2.jpg)

PutridBeing
06-24-2009, 09:41 PM
Like this?
http://img91.imageshack.us/img91/4604/office2.th.jpg (http://img91.imageshack.us/img91/4604/office2.jpg)
Exactly! But I think your first mock up looked better with the stripe going through the middle of the wall instead of it being half of the wall.

smartin
06-24-2009, 10:03 PM
Yeah me too actually. I'll try making a texture of the orange one and see if it turns out good ingame.

Spritz
06-25-2009, 03:26 AM
If you go with the mock up that smartin made I think it would be cool if you made each individual hall a separate color. So we can say things like "orange hall" or "blue hall" or something like that.

Great idea! Would be a huge improvement to the gameplay of the map.

KaNaR
06-25-2009, 05:24 AM
About the indoors, they're far away from beeing empty, you can't really see it on these screenshots though.Actually they are on your screenshots...

j0lt
06-25-2009, 05:47 AM
If you go with the mock up that smartin made I think it would be cool if you made each individual hall a separate color. So we can say things like "orange hall" or "blue hall" or something like that.

Great idea! Would be a huge improvement to the gameplay of the map.

That green hall is 'Soda Hall' ;)

06-29-2009, 07:22 AM
any updates? :D

Redstar
06-29-2009, 08:07 AM
We scrimed on office last night and it was actually really cool, I can tell that the map is pretty well balanced and offers many possibilities for both Ts and CTs, maybe the beta testers who were there could give you some feedbacks :)

Anyway, I'm gonna work on a new build of the map tomorrow and should post an update in the next few days =)

Spritz
06-30-2009, 04:16 AM
Jizz in my pants!1!11!11

Redstar
08-07-2009, 02:55 PM
Development update August 7th 2009

I've taken your feedbacks into consideration: The snow is back and the map's now a lot brighter. Lots of things have been added, improved! I don't have the time to write a proper update since I'm gonna go out in a few minutes but here are a few screenshots before I make a proper and detailed update:

Screenshots

http://img233.imageshack.us/img233/8654/16059521.th.jpg (http://img233.imageshack.us/img233/8654/16059521.jpg) http://img232.imageshack.us/img232/8084/75147041.th.jpg (http://img232.imageshack.us/img232/8084/75147041.jpg) http://img39.imageshack.us/img39/558/70783409.th.jpg (http://img39.imageshack.us/img39/558/70783409.jpg) http://img36.imageshack.us/img36/1652/63564505.th.jpg (http://img36.imageshack.us/img36/1652/63564505.jpg) http://img36.imageshack.us/img36/4376/96368205.th.jpg (http://img36.imageshack.us/img36/4376/96368205.jpg) http://img517.imageshack.us/img517/3646/16920125.th.jpg (http://img517.imageshack.us/img517/3646/16920125.jpg)

NortproN
08-07-2009, 03:59 PM
lookin good

esk
08-07-2009, 04:10 PM
Very nice man :P

paradox
08-07-2009, 05:30 PM
the sky + skyline looks amazing :D have you updated the inside yet?

downbad
08-07-2009, 05:37 PM
do u have to boost into the window now?

GrOXoS
08-07-2009, 09:46 PM
WTF DE_office ?? what office is that? ... that is not the original cs_office ... :? :? .. XD i dont know it...

esk
08-07-2009, 10:05 PM
WTF DE_office ?? what office is that? ... that is not the original cs_office ... :? :? .. XD i dont know it...

Yea that's cause he made his own modification of cs_office... :?

smartin
08-08-2009, 01:49 AM
Awesome! :D

j0lt
08-08-2009, 04:22 AM
Looks great!

rvT
08-08-2009, 09:51 AM
Looks great redstar! Keep it up!

GrOXoS - cuz this is csp_office ;] hopefully there will be only de_(csp_) maps in CSP ;D

Spritz
08-08-2009, 12:11 PM
Looking great! But any progress to the inside?

smartin
08-08-2009, 12:20 PM
Apparently he's reverted the inside to the default office inside. My best guess is that it's temporary - it just looks better that way for now.

Redstar
08-08-2009, 01:30 PM
the sky + skyline looks amazing :D have you updated the inside yet?


Looking great! But any progress to the inside?


Apparently he's reverted the inside to the default office inside. My best guess is that it's temporary - it just looks better that way for now.


Exactly Sam =)
I've created a lot of different custom textures and lighting, like these for example (don't pay attention to the floor texture):
http://img156.imageshack.us/img156/1831/cspofficeb100019.th.jpg (http://img156.imageshack.us/img156/1831/cspofficeb100019.jpg) http://img80.imageshack.us/img80/5876/cspofficeb100003.th.jpg (http://img80.imageshack.us/img80/5876/cspofficeb100003.jpg) http://img80.imageshack.us/img80/9280/cspofficeb100011.th.jpg (http://img80.imageshack.us/img80/9280/cspofficeb100011.jpg)

But I'm still working on new textures and I won't post any screenshots of the inside until I find the best colors and lighting. That should happen soon though!

j0lt
08-08-2009, 05:50 PM
I still think the middle screenshot is easily the best looking.

esk
08-08-2009, 06:00 PM
Yea i agree it does look the best thus far. ;)

smartin
08-08-2009, 06:30 PM
Agreed, the lighting goes really well with those white walls, and i dont really like the orange colors of the other ones. How bout doing some subtle color stripe(s) to the white walls, with that bright lighting thats in the screen?

Spritz
08-10-2009, 01:08 PM
I indeed like the white one. It's easiest to the eye.

Redstar
08-10-2009, 07:10 PM
I also prefer the white one =) Sam, I'm gonna try to add those color stripes to see how it looks, when I'm done with the floor texture!

Redstar
08-13-2009, 11:37 AM
do u have to boost into the window now?

You can either boost or use the ladder which is now to the right: http://img30.imageshack.us/img30/862/officeladder.th.jpg (http://img30.imageshack.us/img30/862/officeladder.jpg)

PutridBeing
08-20-2009, 04:57 AM
http://img17.imageshack.us/img17/381/csoffice0000l.th.jpg (http://img17.imageshack.us/i/csoffice0000l.jpg/)
I've had the opportunity to test out the latest csp_office build and in my opinion this whole room is a little empty for a bombsite. My idea is replacing the long and useless table (too the right) and replacing it with a few boxes. It's a boring idea though and I can't think of much better. Does anybody have any ideas on how this bombsite could be more accessible?

TUROcKdev
08-20-2009, 03:55 PM
a server room i think is a good bomb spot because to blow up a server room with important things like data and files are more important than a table or boxes ^^

smartin
08-21-2009, 11:26 AM
good thinking

Apoqramses
08-22-2009, 06:01 AM
a server room i think is a good bomb spot because to blow up a server room with important things like data and files are more important than a table or boxes ^^

maybe it's an important table...

just kidding...good idea!

adz
09-23-2009, 08:23 PM
redstar, all i can say is AWESOME :D? your maps are kick ass man keep it up loving it!

Redstar
09-27-2009, 06:20 PM
Development update September 27th 2009

Hello guys,
I spent a few hours working on the map today, many things have changed since the last update (new T spawn, custom container models, updated inside, new bombsite B, css style windows, and more)
Here are some screenshots:

http://img515.imageshack.us/img515/4011/65062652.th.jpg (http://img515.imageshack.us/img515/4011/65062652.jpg) http://img515.imageshack.us/img515/7858/92625130.th.jpg (http://img515.imageshack.us/img515/7858/92625130.jpg) http://img25.imageshack.us/img25/3783/39346556.th.jpg (http://img25.imageshack.us/img25/3783/39346556.jpg) http://img19.imageshack.us/img19/5912/52497777.th.jpg (http://img19.imageshack.us/img19/5912/52497777.jpg) http://img183.imageshack.us/img183/4999/10150257.th.jpg (http://img183.imageshack.us/img183/4999/10150257.jpg) http://img21.imageshack.us/img21/2968/70700366.th.jpg (http://img21.imageshack.us/img21/2968/70700366.jpg) http://img193.imageshack.us/img193/5027/65003040.th.jpg (http://img193.imageshack.us/img193/5027/65003040.jpg) http://img21.imageshack.us/img21/4453/22576518.th.jpg (http://img21.imageshack.us/img21/4453/22576518.jpg) http://img193.imageshack.us/img193/5123/13797461.th.jpg (http://img193.imageshack.us/img193/5123/13797461.jpg) http://img34.imageshack.us/img34/373/93265929.th.jpg (http://img34.imageshack.us/img34/373/93265929.jpg) http://img30.imageshack.us/img30/968/52534144.th.jpg (http://img30.imageshack.us/img30/968/52534144.jpg) http://img25.imageshack.us/img25/2169/90308637.th.jpg (http://img25.imageshack.us/img25/2169/90308637.jpg)

Hope you like it!

ps: Alba dédicace pic 9 ;p

TUROcKdev
09-27-2009, 06:47 PM
i want the overview than i say AWESOME map ^^

ZeroKiller
09-27-2009, 06:50 PM
Super Smexy.

Mith
09-27-2009, 07:05 PM
ROFL I laughed so hard at the "End of September" texture in the 4th screenshot :P.

Anyways, excellent job dude. Seriously, really really great, keep it up and make it playable when we get the 1.04 beta out :D.

PutridBeing
09-27-2009, 07:14 PM
I get the feeling the picture on the projector is a definite alba reference. :mrgreen:

esk
09-27-2009, 08:58 PM
yea it is, i lol'd when i saw it :lol:

but anyways great stuff red :)

mang
09-28-2009, 12:46 AM
What's the long-term plan for the interior textures? It looks fine for the moment with Source ones in some places, but I'm guessing that's going to change, and I'm also curious to know how many different-textured areas there might be in the final version. The 1.6 version of cs_office is easy enough to navigate with just the one texture, but having some different rooms might be nice as well. Also I can't help but wonder whether those office chairs at the office bombsite are movable props - my knowledge of CSP maps would say that they are not, but having immovable chairs like that is surely just as annoying to play with as having movable ones?

Looking great overall, I look forward to scrimming on this map.

By the way, are we seeing a partial return to the snow-covered version of old?

rvT
09-28-2009, 02:41 AM
You know why1.6 maps re good? Cuz they are bright... mostly ;p Personally I hate source realism in lightning.

PutridBeing
09-28-2009, 03:14 AM
You know why1.6 maps re good? Cuz they are bright... mostly ;p Personally I hate source realism in lightning.
I think it has more to do with you don't have things constantly getting in your way and messing with your movement. The lighting in Source is fine.

madmax
09-28-2009, 04:09 AM
ok is pc's pysical or static?
and the asian girl looks like a texture on a wall not a projector thingy
try turning thr oppasaty down a bit and fade the edges a littel bit that should help making it better :D

rvT
09-28-2009, 04:12 AM
yeah all these props are useless, lightning is only small piece of "I don't like". But map overall looks good.

TUROcKdev
09-28-2009, 10:32 AM
hope the pc's are props_multiplayer with no physical debris or what there was as flags to click on q=)

09-28-2009, 10:52 AM
Now I know what you where doing yesterday ;)

smartin
09-28-2009, 11:50 AM
Dude, red
I love this...you...everything...life.... One love....
<3

downbad
09-28-2009, 12:07 PM
i was thinking the same thing as mang about the chairs. seems like they might get in the way even if they arent moveable. but the only real way to tell is to play the map, which i cant wait for! great work as usual redstar.

Spritz
09-29-2009, 05:36 AM
1luv <3

mang
09-29-2009, 06:02 AM
By the way, do players cast a shadow in the image on the projector screen? Is that possible to do?

TUROcKdev
09-29-2009, 11:59 AM
and where can i get the new CSPromod logo ? ^^

amogan
09-29-2009, 07:58 PM
Wait for 1.04b. :P I think we actually don't want that in third-party maps at the moment.

TUROcKdev
09-29-2009, 09:59 PM
then i use the old one, but cspromod is on the old and the new logo written ;) so... there is no difference, but the new logo looks better, thats all, so i cant see anymore reasons to give me the new logo logo ;)

09-30-2009, 12:18 AM
It's part of 1.04

TUROcKdev
09-30-2009, 10:34 AM
hoohhh woo its part of 1.04, what a good reason omg

smartin
09-30-2009, 10:43 AM
hoohhh woo its part of 1.04, what a good reason omg
your maps aint worth that logo on it






:)

madmax
09-30-2009, 11:28 AM
i think that only official csp maps should have the logo then if your map is good it might be included in 1.05 but i dubbt that

smartin
10-02-2009, 05:40 PM
i want the overview than i say AWESOME map ^^

here's one i just did. colors got fucked up so i made it black n white.
<insert link here, gotta ask red first though>

KaNaR
10-02-2009, 06:31 PM
It really looks nice for a CSP map :)

Anyway you could try to make the parking less cubic by adding round edges ;)

Redstar
10-30-2009, 03:31 PM
Hey, I've just realized that some of you asked me a few questions in regards to the latest update and I forgot to give answers!
So here we go (this is gonna be a long wall of text!)


What's the long-term plan for the interior textures? It looks fine for the moment with Source ones in some places, but I'm guessing that's going to change, and I'm also curious to know how many different-textured areas there might be in the final version. The 1.6 version of cs_office is easy enough to navigate with just the one texture, but having some different rooms might be nice as well. Also I can't help but wonder whether those office chairs at the office bombsite are movable props - my knowledge of CSP maps would say that they are not, but having immovable chairs like that is surely just as annoying to play with as having movable ones?

Looking great overall, I look forward to scrimming on this map.

By the way, are we seeing a partial return to the snow-covered version of old?

-CSS textures are fine but like I said I plan to replace some of them with custom textures when the map is completely finished.
-About the office chairs, they are non movable and actually aren't annoying at all. -And yes, the snow is finally back !


ok is pc's pysical or static?
and the asian girl looks like a texture on a wall not a projector thingy
try turning thr oppasaty down a bit and fade the edges a littel bit that should help making it better :D

-pc's are static, I didn't want physics crap just like css office. But actually, what I'll probably do is to make all these little props "non-solid" to the player, just like in l4d.
-haha about the asian girl, yeah it definitely doesn't look like something coming from a projector, I didn't bother trying to make it look better since I just wanted to see if my animated texture worked, and it does ! lol


It really looks nice for a CSP map :)

Anyway you could try to make the parking less cubic by adding round edges ;)

Thanks ! I already have like 2 or 3 round edges, maybe I'll add more. I wanna stay true to the original style though so we'll see!


And thanks to everyone for your feedbacks! One last thing, I'll update this post with the current overview if I don't forget

mang
11-01-2009, 10:22 AM
I forgot I asked those questions, happy to have answers though. Did you see my other post though? Players' shadows on the projected image would be cool. I guess it's unlikely that it's possible though.

smartin
11-01-2009, 04:24 PM
I forgot I asked those questions, happy to have answers though. Did you see my other post though? Players' shadows on the projected image would be cool. I guess it's unlikely that it's possible though.
Might be possible in the OB engine.

mang
11-01-2009, 10:19 PM
I forgot I asked those questions, happy to have answers though. Did you see my other post though? Players' shadows on the projected image would be cool. I guess it's unlikely that it's possible though.
Might be possible in the OB engine.Actually I think you or someone else already gave me that answer, but it was lost with the forum reskin.

ExoFun
11-25-2009, 04:15 AM
i like it :D

NosajThing
01-30-2010, 08:35 PM
Couple questions...
• Are you going to put something on the sparse walls other that just tvs? (pictures would be nice but having a physics object might not be appreciable by the 1.6 crowd)
• Are you planning to make new monitor screen skins, because as a css player the current ones have gotten pretty old xD

TheDonut
02-05-2010, 01:07 PM
I love office and i think its incredibly awesome that your making it into a bomb map. Great job.

rcgnz
02-14-2010, 02:26 AM
Any updates on this Redstar? Or keeping busy with other stuff? hahaah
Did definitely like the sound of this map but :(

Framework
02-19-2010, 12:45 PM
Hope there is a beta release soon...
Sounds really good.

JUGGERN
02-20-2010, 06:06 AM
new screens plz!

ephraim
02-20-2010, 08:13 AM
gj so far.

pinter
02-28-2010, 01:56 PM
I love how this map is being built by the CSP community... and its awesome to see the old hostage office being turned into a brand new defuse map. Overview soon please! :D

cRuxx
02-28-2010, 10:52 PM
Really looking forward to an update on this :). Looks amazing so far and can't wait for a beta *hint*

Redstar
05-04-2010, 10:42 PM
new screens plz!

Did a bit of work on the map during the last couple of days, I'll post an update in the next few days, stay tuned!

ps: a csp_fall update should also come pretty soon!

SpikeMeister
05-05-2010, 08:42 AM
Redstar you beastly beast

downbad
05-06-2010, 02:23 AM
redstar, i've been following your map for 2 years now. I feel like i've sort have contributed to the make up of it and so anctious to see it in action. It will be one of the next most played competition maps. Pls make sure it lives up to what i be!

Lordearon
05-10-2010, 12:28 AM
1.05: ob, new anims, new maps... keeps getting better and better! love it!

Mazzer
05-10-2010, 11:32 AM
and new gun, tee hee ho ho haaah hey (falling off my chair rolling around the whole of every room on the floor, laughing)

n69ky
05-10-2010, 11:58 AM
You forgot the stairs! Stop, Drop and Roll down the stairs!

First plx Finish the animations

madmax
05-11-2010, 01:54 AM
we need a battleroll animation

gregggggg
05-12-2010, 11:29 PM
Add dance emotes and I'll be happy.

downbad
05-13-2010, 01:01 AM
back on topic; redstar, i hope you have a devlog updating us on your maps! (italy and office))))))).))))).

*im not rampage, plz dont ban me.

n69ky
05-13-2010, 03:45 AM
Yeah downbad, we can see your joindate, know your name + to much posts. )))))))))))))
and besides, I'm rampageguy )))))))))

Mazzer
05-13-2010, 04:45 AM
im rampage ))))))))))))))) /thread hijacking

[EA]
05-13-2010, 08:45 PM
Man you guys right here. haha :-D

SpikeMeister
05-13-2010, 11:01 PM
did a bit of work on the map during the last couple of days, i'll post an update in the next few days, stay tuned!

Ps: A csp_fall update should also come pretty soon!

Stand and deliver!