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View Full Version : Official aim_map, awp_map & fy_iceworld



SkalS
10-19-2009, 06:46 PM
First, excuse my English, I speak with a translator, I am Spanish.

My idea is: Make the maps aim_map, awp_map & fy_iceworld in official maps of CSP, and rename them and we would ensure that the community not pass these maps to the CSP CSS. For example, aim_map would be called csp_aim, awp_map would be called csp_awp and could have a more modern style, as if training camp is involved and fy_iceworld could be called csp_iceworld and have a touch more realistic, as if they could exist in real life, with its entrance and car CT's and his departure, as if coming from the street, not directly born, I think it would be the most played maps in the game, and not be too difficult to create.

csp_iceworld and csp_map convert and larger than the original.

Saludos :)

superonionman
10-19-2009, 06:58 PM
Eehh, let other people take care of that. There's plenty of maps out there for CSS that already cover this. Can be used in CSP. These guys are concerned about ...
1. Gameplay
2. Graphics
3. Maps
just to give a top 3.

downbad
10-19-2009, 07:39 PM
if you uploaded source maps onto a CSP server would people be able to play them? or would you have to do something special to be able to play them in CSP?

cashed
10-19-2009, 07:45 PM
no theyd work just like csp

downbad
10-19-2009, 08:13 PM
cool. it might be fun to play the source maps w/ the 1.6 player scale :P

SkalS
10-21-2009, 08:12 AM
aim_map is an official map in 1on1 and 2on2 competitions in the ESL.
The only modification needed is to change the radar, retired awp's on the map and rename to csp_aim, and you already have an official map for 1on1 and 2on2.

Link for aim_map competition in ESL:
http://www.esl.eu/es/css/news/66606/Aim ... mas-y-CFG/ (http://www.esl.eu/es/css/news/66606/Aim-map-II-Normas-y-CFG/)

Link for oficial aim_map:
http://rapidshare.com/files/141984894/aim_map.rar

http://img258.imageshack.us/img258/7935/686961mq9.jpg

PD: VALVe think that someday I will support to make the CSPromod on Steam and just update automatically as the mod's Dystopia, Eternal Silence, Insurgency, Zombie Panic: Source etc ...

haGisson
10-21-2009, 08:17 AM
but the scale of the map wouldn't fit

smartin
10-22-2009, 06:25 PM
afaik source maps have the same size as 1.6 maps?

haGisson
10-23-2009, 01:34 AM
rly? i thought everything is bigger in source to fit the bigger models?

dunadan
10-23-2009, 02:27 AM
If it was the case bigger models wouldn't be a problem. ;)


But since it's a custom map maybe the size has been adjusted, maybe ..

gregggggg
10-23-2009, 03:41 AM
actually making a set of "stock" csp aim maps that come with the mod would be a good publicity stunt. maybe making an option on the gui menu for individual improvement including "stock" csp aim maps. this promotes the idea of competitiveness of the sport in general, and that is what csp is all about.

10-23-2009, 03:53 AM
afaik source maps have the same size as 1.6 maps?
yes



rly? i thought everything is bigger in source to fit the bigger models?
no

SkalS
12-08-2009, 06:50 PM
viewtopic.php?f=2&t=1328#p21331 (http://cspromod.com/community/viewtopic.php?f=2&t=1328#p21331)

YEAAAAAAAAAAAAAAAAAAAAAH! MY IDEA IS GENIAL!

haGisson
12-09-2009, 03:33 AM
afaik source maps have the same size as 1.6 maps?
yes



rly? i thought everything is bigger in source to fit the bigger models?
no

so why are the models so big in source???

12-09-2009, 04:56 AM
afaik source maps have the same size as 1.6 maps?

only model size is diffrent .... you could make an cs 1.6 the proportion bigger (when you want to play it in css...) but you should not do that when you plan to make a csp map, because csp have the same mapsize (and later model size) like cs1.6.

and btw when you make a csp mak you can simply test it in css.

all in one sentence :S you can play every css map in csp!

dunadan
12-09-2009, 05:18 AM
afaik source maps have the same size as 1.6 maps?
yes



rly? i thought everything is bigger in source to fit the bigger models?
no

so why are the models so big in source???


If there is a reason I would say that they wanted to make players easier to hit which means more fun for newbies, plus that proportions aren't the same between hitboxes, in css the head hitbox grown much larger than other parts of the body, coupled with "cool" ragdoll it makes the whole much more enjoyable for newcomers. Probably why random weapons with large dispertion "P90, tmp, both shotgun" can be so effective in Css.

Not surprising from Valve whose will is to please the mainstream first. People like me who switched to Css 5 years ago with lot of enthusiasm and saw how years after years Valve simplified Css, by removing ammo buying, adding GPS radar while not giving a shit about main issues (http://forums.steampowered.com/forums/showthread.php?t=881659), will agree ...



I'm just glad CSP still alive despite the wait. :roll: :mrgreen:

haGisson
12-09-2009, 05:36 AM
but the boxes are bigger in CSS, right?

i know that csp has the same proportions as 1.6, but i thought css's proportions weren't the same

tiger
12-09-2009, 06:51 AM
but the boxes are bigger in CSS, right?

Nope, they're the same size.

haGisson
12-09-2009, 08:42 AM
now i'm really confused...

12-09-2009, 08:50 AM
everything maprelated is same size in css and csp and cs1.6

difference is in viewhigh, modelsize.

is looks like:
you are "slower" in css.
you cant jump as high as in cs1.6.

haGisson
12-09-2009, 09:13 AM
so you can look over boxes in css where you shouldn't be able to?

12-09-2009, 09:26 AM
exactly ... but i think there isnt a box type with the height where you can look over in css and in cs1.6 NOT ;X

smartin
12-09-2009, 10:38 AM
yea in css you can look over 64 unit boxes. in 1.6 you can't.

haGisson
12-10-2009, 04:41 AM
omg, what were they thinking when they made css-models

12-10-2009, 05:38 AM
they werent thinking at all...

SirK
12-10-2009, 07:27 AM
1.6 isnt source... its like quake and ut. they are related in some strange ways but they are not the same ;)

spad3r
12-10-2009, 09:01 AM
If there is a reason I would say that they wanted to make players easier to hit which means more fun for newbies, plus that proportions aren't the same between hitboxes, in css the head hitbox grown much larger than other parts of the body, coupled with "cool" ragdoll it makes the whole much more enjoyable for newcomers. Probably why random weapons with large dispertion "P90, tmp, both shotgun" can be so effective in Css.

Not surprising from Valve whose will is to please the mainstream first. People like me who switched to Css 5 years ago with lot of enthusiasm and saw how years after years Valve simplified Css, by removing ammo buying, adding GPS radar while not giving a shit about main issues (http://forums.steampowered.com/forums/showthread.php?t=881659), will agree ...



I'm just glad CSP still alive despite the wait. :roll: :mrgreen:

Let's not forget that the proportions in 1.6 are rather poorly executed. In css a player model is better sized relative to the environment (doors etc etc). Although of course this does make it "easier" to hit players as well. Valve should have tweaked the scaling of the maps (not the size, just how points of reference compare to the player) before they just took the lazy option of making the players bigger.

haGisson
12-10-2009, 11:32 AM
1.6 player proportions are OK imo

spad3r
12-11-2009, 12:09 PM
1.6 player proportions are OK imo

What does that really mean "ok"? Yeah they ain't terrible, but the proportions in source are certainly better. The problem in source is with how valve achieved that (the lazy noobified route).

I hope when 1.04 is out the player sizes make sense when you compare them to world objects. That's better for immersion etc.

In fact, to expand on that front, I think there are other areas where the desired gameplay could be kept perfectly intact while increasing immersion and believablity ('realism' if you want).

Let us consider wall banging. It's a gameplay element no-one on here (I imagine) wants to see removed (ever), and yet it is horribly unrealistic. It's also not obvious to noobies and likely to cause them frustration. What is valve's solution (in css)? Remove it from wide use in game and limit it to realistic areas. This makes sense but spoils the gameplay in many players eyes.

What is a better solution? Well, you change the maps of course! Let me use an example to explain. B site to upper b tunnels wall bang area on d2 (is it called phone box or something? I'm not certain.). Now players know they can spam there and it's useful (= good gameplay), but it's 2 foot of solid stone wall (= unrealistic and poor immersion). So what you can do is make that section of wall (whatever area is useful for spamming) look like it's weakened and under repair. Have cracks in the stone and have it shored up with bits of wood and debris etc. Basically make it look like you can shoot through.

This solution maintains the gameplay but vastly increases realism and immersion at the same time. Surely a good thing TM.

So maybe some of you don't give two hoots about realism and immersion? Fair enough, but many do. And with all the modern games out there you need such features to attract Joe Average to play your game. Little Billy Keen Pants just isn't enough to keep cs alive in the long run.

Maybe you think this kind of map design removes the skill from wall banging? I say no. You still have to hit the enemy through the wall and know when to do it. Those are the real skills, not simply knowing all the spots where it's possible.

Of course with all that said, re-doing wall bang spots in all the maps would take effort, and isn't priority number 1. It's the kind of effort I can see the csp team might be willing to put in though, because they care about the future of the game and not making a quick buck.

Thoughts? ... on my off topic ramblings...

smartin
12-11-2009, 09:15 PM
the whole map would look broken if you'd replace every spamspot with a broken-looking wall.

spad3r
12-13-2009, 05:36 PM
That's why you wouldn't. Broken looking walls are just an example of finding ways to resolve favourable gameplay with realism.

The serious points behind that example are firstly that gameplay and realism/immersion are not mutually exclusive, secondly that having both is a positive thing.

[Well, there are some cases where you kinda have to choose between gameplay and realism eg ironsights. Nothing wrong with choosing gameplay in those cases.]

*edit

It's the same as what you noted here:



Because let's face it, although they must please the cs community, they also want to appease new audiences (gamers) and sponsors that wouldn't give the game a chance if they saw players standing in mid-air.
That's why ted has to be creative with implementing weird boosts, such as adding a walkable ledge or something. It's better to keep them but have them appear slightly different, rather than removing them completely.

Preserve gameplay, don't throw realism and believability out the window.

tiger
12-13-2009, 05:39 PM
This mod is not about realism.

spad3r
12-13-2009, 05:41 PM
This mod is not about realism.

If you can't read or understand what I typed, please don't bother replying.