View Full Version : csp_nuke_source
I saw in this forum a lot of post which says that the source layout for de_nuke is better than the 1.6 one (especially for the lower bomb site). So I am trying to do a csp map with the source's layout. The theme is the same as the csp/1.6's one.
I already did the T spawn. I want to know if the community likes the idea before starting the entire map.
Of curse that not the final version, I will add displacements (like in the csp's one) for the walls and the ground.
Pics :
-In cs:s : http://img196.imageshack.us/i/01si.jpg/
-In my map : http://img341.imageshack.us/i/01csp.jpg/
comment : Of curse you can't run in this tunnel.
-In cs:s : http://img266.imageshack.us/i/02snw.jpg/
-In my map : http://img694.imageshack.us/i/02csp.jpg/
comment : the layout is the same for the two maps, I just changed the theme. The orange dev texture will be remplaced by a hangar or a corridor
-In cs:s : http://img809.imageshack.us/i/03s.jpg/
-In my map : http://img824.imageshack.us/i/03csp.jpg/
comment : The crates are here for allowing this wallshot : http://www.youtube.com/watch?v=mFbbt-LZk_8
I know the models will whange with 1.05 so i have some questions :
-What is the new height of the models ? (in unit)
-Is the width will change too ?
-The speed of the player (in unit/second) will change ?
Sorry for my bad english :S
rcgnz
12-31-2010, 10:39 PM
from experience of reading this forum, people wont like this.
but id probably play it.
satzeN
01-01-2011, 07:02 AM
Looks pretty ok atm, but instead of remaking ( i know that you're let's say changing the look of it, but i mean layout-wise) you should try to bring the best out of the css version and mix it with the best aspects of the 1.6 nuke!
Looks pretty ok atm, but instead of remaking ( i know that you're let's say changing the look of it, but i mean layout-wise) you should try to bring the best out of the css version and mix it with the best aspects of the 1.6 nuke!
Yes but if i do it will looks like the official csp version with the lower bomb site like in source. If it's the only one change between the two maps everbody will play at the official map. (I think)
What do you want to I keep like the 1.6' layout ?
sorry for my bad english :S
blackaddR
01-01-2011, 08:46 AM
I quite like the look of this. You could call it nuke2 though, as it is a different variation of the common one. What would be good is if you changed the environment to source's but have custom made models and textures.
i am not quite good in modeling or using photoshop. And if I use custom made models or textures, I will create it after finishing all the map.
I know the models will whange with 1.05 so i have some questions :
-What is the new height of the models ? (in unit)
-Is the width will change too ?
-The speed of the player (in unit/second) will change ?
Nobody knows something about it ? I can't continue without these informations.
Chroma
01-01-2011, 11:28 AM
Use the 1.6 measurements..
Where can i fin the 1.6's measurements for the player model ? and his speed ?
tiger
01-01-2011, 12:02 PM
The models are 63 units tall and the speed is 250 units/s when running with a knife.
Thx !
is it the same speed and the same width as in source ?
n69ky
01-01-2011, 12:33 PM
Lol no it's changed, so it's not source, lol
So my new question is : Where can i find the speed in unit/second in cs:s ? =)
tiger
01-01-2011, 12:39 PM
So my new question is : Where can i find the speed in unit/second in cs:s ? =)
Start up a listen server in CSS, enter sv_cheats 1 then cl_showpos 1 in the console. The velocity will be shown at the top right of the screen.
thx for the idea tiger
Edit : I didn't had to use sv_cheats 1
the speed with a knife is 250 like in 1.6 -> Shame on you N69KY ! xD
n69ky
01-01-2011, 01:28 PM
i was talking about the width
ofc css speed is the same as cs1.6... they made the models bigger to "slow them down". why change the speed AND size? lol
So my new question is : Where can i find the speed in unit/second in cs:s ? =)
http://developer.valvesoftware.com/wiki/Dimensions
Vainglory
01-01-2011, 03:25 PM
So uh.... How many units tall are 1.05 models?
tiger
01-01-2011, 03:28 PM
So uh.... How many units tall are 1.05 models?
same as 1.6: 63
sIMson
01-01-2011, 04:00 PM
Source models are 63 units high. 1.6 are 53.
tiger
01-01-2011, 04:07 PM
Source models are 63 units high. 1.6 are 53.
No. The 1.6 models are 63 units tall and the view height is 53 units.
I don't have the exact values for the CSS ones but they're both bigger.
Vainglory
01-01-2011, 04:17 PM
According to the link you posted Source models are 72 units high and the view height is 64 units.
TheSimpson I think you are wrong : - Everybody says the 1.6 model is 63 units high.
-I "calculated" (don't know a better word sry :S ) one by one the source models's tall in units and it's 73.
OMG I seached during 2 hours the width of the 1.6's model... I didn't found yet. Someone can help me ?
n69ky
01-01-2011, 05:23 PM
Counted the units in hammer you did? young padawan work good!
blackaddR
01-08-2011, 12:39 PM
any updates on this?
I wait for the 1.05 because it will be easier for mapping with the proper dimensions.
blackaddR
01-08-2011, 12:50 PM
ok, cool :)
Redstar
01-08-2011, 01:00 PM
The source models' collision hull (in other words the height) is 72 units tall.
The player's eyelevel however is 64 units.
Edit: Too slow ;p
ps: @atom, there's no difference between mapping for 1.6(or CSPromod) and source dimension wise. Take any official CSS map and compare its size to the 1.6 one, they're both using the same base.
sIMson
01-08-2011, 01:19 PM
No. The 1.6 models are 63 units tall and the view height is 53 units.
I don't have the exact values for the CSS ones but they're both bigger.
Yes, I know it :) I was thinking of the eye view height, sorry 4 that :P
blackaddR
02-14-2011, 04:12 PM
newS?!
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