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k1no
02-07-2010, 11:01 PM
So this is what I've got so far.

http://img197.imageshack.us/img197/3126/cspassail10000.jpg

Let me know what you guys think. :)

G4MR
02-08-2010, 12:19 AM
Looks like the outside of T spawn right before you go into B tun's on dust2. Not sure why :P

k1no
02-08-2010, 07:10 AM
I can see that haha

k1no
02-10-2010, 03:24 PM
http://img44.imageshack.us/img44/812/cspassail10001.jpg

Quick update, I know its a bit dark.

mikemhz
02-10-2010, 05:03 PM
looks good keep it up.

k1no
02-10-2010, 05:27 PM
Thanks, any criticism?

Sloke
02-10-2010, 05:34 PM
no dust-textures

k1no
02-10-2010, 05:37 PM
lol little late for that

mikemhz
02-10-2010, 06:53 PM
i cant really see that well but it looks like it's got a good base of brushwork. With a bit of detail it would look pretty cool.
keep playing with the lighting. the sky list on valve developer community gives you good examples to play with. check out tutorials on fog too, it can make a map look pro.

also do you know how to make your stairs use less resources?

http://i47.tinypic.com/50i3bt.png
http://i46.tinypic.com/8x4qqc.png
http://i47.tinypic.com/28l7wxc.png

EDIT: this also gets rid of the bumpy feeling of the stairs.

k1no
02-10-2010, 07:07 PM
I dont think that would look very good on a dust kind of map though, dont you think?

mikemhz
02-10-2010, 07:40 PM
I dont think that would look very good on a dust kind of map though, dont you think?
a light brown fog will look like dust. very faint. it's not a must though.

k1no
02-10-2010, 07:48 PM
nah I meant those kind of stairs

j0lt
02-10-2010, 08:31 PM
nah I meant those kind of stairs

They work and look exactly like normal stairs but are much more optimal for when VIS does its calculations.

n69ky
02-11-2010, 05:54 AM
woah thx, gonna do that next time :P

k1no
02-11-2010, 10:17 AM
Oh I see what you mean, I wasn't seeing the clipped slope part.

mikemhz
02-11-2010, 04:59 PM
By the way, don't make the slope a func_detail... only the steps.

But only worry about that if your steps are sealing the level - or the lighting doesn't look right because the stairs are func_detail.

k1no
02-15-2010, 06:48 PM
http://www.fpsbanana.com/wips/screens/3 ... 35510a.jpg (http://www.fpsbanana.com/wips/screens/35510?img=http://sierra.fpsbanana.com/ss/wips/35510a.jpg)

I'll be uploading pics and news here.

k1no
02-17-2010, 02:41 PM
http://img202.imageshack.us/img202/8235/89331130.jpg

Alot of work to be done, but an overview of the map.

eveo
02-17-2010, 04:43 PM
im liking the triple bombsite thing as oppose to just standard a and b, adds a whole new factor of rage.

k1no
02-17-2010, 07:10 PM
triple bombsite lol?

no0ne
02-17-2010, 08:31 PM
im liking the triple bombsite thing as oppose to just standard a and b, adds a whole new factor of rage.

that's CT :p the C and T are just split a little.

k1no
02-17-2010, 08:35 PM
lol

no0ne
02-17-2010, 08:39 PM
By the way, don't make the slope a func_detail... only the steps.

But only worry about that if your steps are sealing the level - or the lighting doesn't look right because the stairs are func_detail.

What would you make the slope as then? If not func_detail that is.

k1no
02-23-2010, 08:15 PM
New images:

Overview:

http://img718.imageshack.us/img718/6771/cspassailb20000.jpg

A:

http://img246.imageshack.us/img246/2607/cspassailb20001.jpg

CT:

http://img694.imageshack.us/img694/121/cspassailb20002.jpg

B:

http://img716.imageshack.us/img716/1048/cspassailb20003.jpg

I'm open to any suggestions : )

Quindoo
02-26-2010, 05:28 AM
I suggest you put a huge skybox around your map, insert an light_environment, compile again and post some new screenshots with better lightning. No light is fugly :D Anyway, I think you could bring more depth to certain walls etc, it looks a bit plain atm.

SpikeMeister
02-26-2010, 06:28 AM
Looks about ready to playtest if you chuck in (as previously mentioned) a light_env

k1no
02-26-2010, 10:55 AM
I suggest you put a huge skybox around your map, insert an light_environment, compile again and post some new screenshots with better lightning. No light is fugly :D Anyway, I think you could bring more depth to certain walls etc, it looks a bit plain atm.

Yeah its supposed to be plain, I was just trying to show off the layout

SirK
02-26-2010, 11:02 AM
you really have to use nodraw... i cant see one nodraw texture in your map...

TUROcKdev
02-26-2010, 12:01 PM
a newbe level designer? :D or a bad one? :D

k1no
02-26-2010, 12:03 PM
This is only my second source map so yeah im kind of a newbie, what is nodraw? : X

k1no
02-26-2010, 12:10 PM
also to make a ladder is it still func_ladder?

TUROcKdev
02-26-2010, 12:55 PM
no .___. brush ladder or .mdl ladder with a ladderbrush near the other brush or .mdl but please read/watch some tutorials before creating a de_ map -.- fy and aim maps are easier for newB :lol:

k1no
02-26-2010, 05:03 PM
no .___. brush ladder or .mdl ladder with a ladderbrush near the other brush or .mdl but please read/watch some tutorials before creating a de_ map -.- fy and aim maps are easier for newB :lol:

ive made plenty of maps just not for source big guy

SirK
02-26-2010, 07:11 PM
nodraw is a texture that says the engine that this face of a brush should not be drawn. optimizing thing.
oh and btw dont listen to turock xD
you can make it his way with a ladder brush (quite easy) but you can turn every brush to a func_ladder entity^^

TUROcKdev
02-26-2010, 07:51 PM
nodraw is a texture that says the engine that this face of a brush should not be drawn. optimizing thing.
oh and btw dont listen to turock xD
you can make it his way with a ladder brush (quite easy) but you can turn every brush to a func_ladder entity^^

:P :lol:

Redstar
02-26-2010, 08:00 PM
a newbe level designer? or a bad one?


no .___. brush ladder or .mdl ladder with a ladderbrush near the other brush or .mdl but please read/watch some tutorials before creating a de_ map -.- fy and aim maps are easier for newB :lol:

It's up to him to make the type of map he wants

ps: turock, you should follow your own advice before giving him some :>

TUROcKdev
02-26-2010, 09:43 PM
wth ? :D I use the nodraw texture for every block I create and after that I add the base textures ;)

SirK
02-27-2010, 04:49 AM
i think thats not what cashed was trying to say xD

before creating a de_ map -.- fy and aim maps are easier for newB :lol:

mang
02-27-2010, 08:16 AM
i think thats not what cashed was trying to say xDExcept it was Redstar - there are two mappers with green forum names nowadays. :P

SirK
02-27-2010, 09:16 AM
oooops xD
yeah its cause hes a dev now, im still not used to it xD

pinter
02-28-2010, 02:02 PM
The triple bombsite idea opens up a new dimension of CS logic. If you're CT and in bombsite B and hear "Bomb has been planted" you cant for sure know if its in A, because it could be at C! bwa! its like that old school map de_foption... was that what it was called? Oh well, CSP is the new frontier so lets RAGE it out with THREE! yeeehaw!

n69ky
03-01-2010, 07:12 AM
but the bombtime would have to be increased or the distances from A to C (when checking B on the way) should be the same.

k1no
03-01-2010, 09:12 AM
yeah but its not a triple bombsite lol

mang
03-01-2010, 07:42 PM
yeah but its not a triple bombsite lolI think it is now. The mob has spoken. :P

Lordearon
03-01-2010, 09:11 PM
ok, it's not, but let's start a new thread on triple bombsites and possible pros/cons

Here's the thread: http://cspromod.com/community/viewtopic.php?f=11&t=3382

k1no
03-01-2010, 09:24 PM
haha once again this is my second map, i dont wanna do anything too different yet. but i think its a good idea

Lordearon
03-02-2010, 12:18 AM
Yeah, I also think you should keep assail with 2 bombspots as it is, keep it up!

k1no
03-02-2010, 06:39 PM
T spawn looks really bland and un-original. Anyone have any suggestions to make this better?

http://img169.imageshack.us/img169/329/cspassailb80004.jpg

j0lt
03-02-2010, 07:52 PM
Displacements, lighting, a big tree or 2, crates and or barrels, some raised sections (with ramps) leading up to doorways in the wall.

pinter
03-02-2010, 08:10 PM
Wherever the player is standing in the picture, make that area lower in elevation from where the door is and add a small hill with a built in stairway, or something similar. Pretty much, everything j0lt just said. :D

k1no
03-04-2010, 07:39 PM
Still more to do but what do you think of these fences.

http://img190.imageshack.us/img190/1035/cspassailb90001.jpg

I kinda like them but I also feel like im ranglein some cattle.

k1no
03-04-2010, 10:53 PM
http://img220.imageshack.us/img220/787/cspassailb90006.jpg

http://img690.imageshack.us/img690/1605/cspassailb90005.jpg

http://img195.imageshack.us/img195/4713/cspassailb90004.jpg

http://img651.imageshack.us/img651/8933/cspassailb90003.jpg

http://img638.imageshack.us/img638/7248/cspassailb90002.jpg

k1no
03-11-2010, 09:09 PM
[youtube:148s97ew]ywtdTwC0MQ8[/youtube:148s97ew]

smilesger
06-03-2010, 01:23 PM
did you mean:

http://www.youtube.com/watch?v=ywtdTwC0MQ8

? xD

k1no
07-05-2010, 12:27 PM
hah yeah i did acutally. thats really old though.

http://www.fpsbanana.com/maps/130336

thats newest version