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Redstar
02-12-2009, 09:23 AM
Hey guys,
I started working on a new map a few days ago: csp_dust

First of all, for those of you who were wondering, I know that someone "tried" to do a remake of de_dust for CSPromod, but in my opinion it is a really bad version. Even if it's good-looking, he worked with a decompiled map, he didn't reproduce it at the exact same size, and obviously he doesn't know anything about optimization; this is a really important part of mapping and csp maps have to be fps-friendly. I have nothing against him but I think that de_dust deserves a proper remake.
-The map in its current state is unit for unit the same as de_dust from Counter Strike 1.6
-I've modified some building's architecture to fit the CS:S style

I don't have any in-game screenshots for the moment but I'll probably upload some later.
Quick preview from hammer:

http://img19.imageshack.us/img19/29/cspdustprogup7.th.jpg (http://img19.imageshack.us/my.php?image=cspdustprogup7.jpg) http://img19.imageshack.us/img19/6159/cspdustprog2vn6.th.jpg (http://img19.imageshack.us/my.php?image=cspdustprog2vn6.jpg) http://img232.imageshack.us/img232/1016/cspdustprog3hk1.th.jpg (http://img232.imageshack.us/my.php?image=cspdustprog3hk1.jpg) http://img3.imageshack.us/img3/5260/cspdustprog4ad8.th.jpg (http://img3.imageshack.us/my.php?image=cspdustprog4ad8.jpg)



Also I'll make regular updates with screenshots and videos, just like I did for csp_office. Btw I'd like to thank you for your support, ideas and suggestions !

cashed
02-12-2009, 12:12 PM
keep at her

smartin
02-12-2009, 01:06 PM
Neat. I'm not a big fan of dust though. Would be nice if somebody'd do cpl_fire :>
Hmm, how come dust1 isn't played in leagues? If it's something strategically imbalanced, maybe you could try altering the map a little to make it better for competition :o

Just a thought
Keep up the GW!

downbad
02-12-2009, 05:57 PM
i agree w/ smartin. i dont understand why you would do dust the exact same way as 1.6, they dont play it in competitions. i think you are good enough to accomplish this.

esk
02-12-2009, 06:02 PM
I thought someone has already done csp_dust, or is in the process of working on one. http://www.fpsbanana.com/maps/56646

Btw have you completely finished csp_office yet?

Redstar
02-12-2009, 07:27 PM
I thought someone has already done csp_dust

Read my post again, that's this guy I was talking about. Also you can see he tried to do a remake of de_aztec for cspromod, but the only thing he did was to steal Xblah's work :|


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


i agree w/ smartin. i dont understand why you would do dust the exact same way as 1.6, they dont play it in competitions. i think you are good enough to accomplish this.

I know that de_dust isn't used in competitions, but you see, the majority of the CSP community doesn't play counter-strike at a competitive level and I just want to propose more maps for them to have fun :)
Besides, I can also do remakes of counter-strike maps and change things for competition.
In other words, this map won't be the last one and if csp_dust isn't played by professional gamers, it won't kill me :lol:

esk
02-12-2009, 09:06 PM
K sorry, i completely missed that line in your statement. :lol:

syN
07-08-2009, 04:39 AM
Also I'll make regular updates with screenshots and videos, .... :)

csp_dust by redstar dead?


this version is acceptable:
http://www.fpsbanana.com/maps/56646

Redstar
07-08-2009, 09:11 AM
csp_dust by redstar dead?

Not dead, it's just not a priority for me right now, anyway I just need 2-3 days to finish it =)
ps: no this version isn't acceptable at all (not talking about its look), that's why I want to do a proper remake

TUROcKdev
07-08-2009, 11:55 AM
do you want to do a remake with more balanced ways? or the old layout? better both ^^

Redstar
07-08-2009, 12:19 PM
Old layout at first, then we'll see what could be improved

GrOXoS
07-28-2009, 10:13 PM
mmm ... sory i couldn`t keep mapping, but i`m back and i`m finishing the csp_dust =S ... Sory i couldn`t reply it before

Why don`t you start to make the cs_estate or cs_italy =O ( I love italy )

See Ya!

paradox
07-29-2009, 07:36 AM
theyre doing csp_italy instead which will be a defusal map

NortproN
07-29-2009, 07:54 AM
i just had to make the 667th in this section, otherwise csp will lose all of its religious players!

GrOXoS
07-30-2009, 10:13 AM
sory red but i think it`s not necesary open a new topic for de the same map ;)

So here is a screenshot of the new bombsites of csp_dust

http://img208.imageshack.us/img208/6137/cspdust0003.jpg

http://img406.imageshack.us/img406/9981/cspdust0002.jpg

Enjoy!

07-30-2009, 10:30 AM
1. looks great!!

2. pls remove all moveable objects (that bottle and the bucket @ ct-spawn-bombplace)

cashed
07-30-2009, 06:04 PM
red let him try and do this, id like to see you finish your other maps first ;)

GrOXoS
07-30-2009, 07:18 PM
here are new caps ,and the map is at 90% completed :D :D

IMAGE 1 (http://img396.yfrog.com/img396/6678/cspdustultimate0004.jpg)
IMAGE 2 (http://img133.imageshack.us/img133/5156/cspdustultimate0003.jpg)
IMAGE 3 (http://img67.imageshack.us/img67/8301/cspdustultimate0002.jpg)
IMAGE 4 (http://img49.imageshack.us/img49/6363/cspdustultimate0001.jpg)
IMAGE 5 (http://img263.imageshack.us/img263/2294/cspdustultimate0000.jpg)

:arrow: Completed Skybox
:arrow: Completed 3d Skybox
:arrow: Completed Buildings
:arrow: 85% Texture errors
:arrow: 70% Ground development

I think tomorrow the map will be completed, i hope so

NOTE: If does someone can make the map overview... send me a pm (Y)

See Ya!

PutridBeing
07-30-2009, 07:53 PM
Groxos, clean the clutter please. That's the type of junk that will get in the way, make noise and therefore basically be a Source map.

esk
07-30-2009, 09:27 PM
Yea I'm not a big fan of that clutter and trash scattered around on the map, but other then that, lookin good so far. :)

smartin
07-30-2009, 10:52 PM
meh, it's visually goodlooking but i mean, feels too similar to css de_dust.

n00bsaibot
07-30-2009, 10:55 PM
The inside of the map looks really good but some of the buildings in the background and the background itself seem unrealistic

paradox
07-31-2009, 07:36 AM
looks good, the clutter needs to go and the brown hill in the skybox looks kind of strange

07-31-2009, 08:48 AM
yeah ... toooo close fore dunes XD

downbad
09-09-2009, 06:24 PM
looking at TURO's csp_aztec that is a remake of the 1.0 aztec, got me thinking that maybe the balance issues of dust could be resolved by adding or changing the positioning of certain boxes. Maybe the could be an alternative to altering the layout of the map?

09-10-2009, 04:12 AM
i think the problem of dust1 is there are not enough paths ... when 2 cts camp @ 1 spot the terrors can't go to the bombspots without being noticed...

downbad
09-10-2009, 09:28 AM
yea so maybe move the boxes in the long hall in way that blocks the view so CT's cant see all the way down from one end to another. For instance take that big box off the wall by the T entrance the the halls and put it more towards the center and not next to the wall but instead in the middle.

bobsaget
09-10-2009, 10:14 AM
i think the problem of dust1 is there are not enough paths ... when 2 cts camp @ 1 spot the terrors can't go to the bombspots without being noticed...

and the fact one of the bombsites is in CT spawn in the very back of the map.

TUROcKdev
09-10-2009, 10:55 AM
after the perfect dust1 remake must follow a better dust1 with more ways and so on you know what i mean, but the name must be different ^^ maybe the old ones name is csp_dust1 and the new one csp_dust thats all ^^

downbad
09-10-2009, 03:36 PM
Pretty much moved B site to the left and added alternate routes to each bomb site along the sides of the map.

EDIT:
Heres something i thought of after looking at it longer. I took away the left halls and replaced them with aztec like stairs coming up from the highlighted underpass. I put a cpl_strike like balcony on the other side coming into site A. These would add more height variation.

http://i6.photobucket.com/albums/y220/fourjosh/th_dust34.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=dust34.jpg)

motomike
09-10-2009, 06:30 PM
Pretty much moved B site to the left and added alternate routes to each bomb site along the sides of the map.

http://i6.photobucket.com/albums/y220/fourjosh/th_dust3.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=dust3.jpg)
that actually looks really nice

esk
09-10-2009, 06:40 PM
Yea it does look like it would be pretty well-balanced rather then current dust where bombsite is at CT spawn :lol: wtf is that..

09-11-2009, 01:55 AM
http://i6.photobucket.com/albums/y220/fourjosh/th_dust32.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=dust32.jpg)


that was exaclty my idea i had 30 seconds ago ;X ^^

btw add a path more to B

Rabieskorv
09-11-2009, 01:59 AM
Pretty much moved B site to the left and added alternate routes to each bomb site along the sides of the map.

EDIT:
Heres something i thought of after looking at it longer. I took away the left halls and replaced them with aztec like stairs coming up from the highlighted underpass. I put a cpl_strike like balcony on the other side coming into site A. These would add more height variation.

http://i6.photobucket.com/albums/y220/fourjosh/th_dust32.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=dust32.jpg)

I like it =D

Just one thing I remember when I pracc dust1 was that Ts did always if they rush make it into A before CTs, maybe not always win but they got the first step in there... (not the bombplace in ct spawn).
So is it possible, special if that balcony coming there, to make ct spawn a little bit closer to A? ;)

And maybe a underground to your B bombsite? (that one near the tunnel)
One underground path like in cpl mill from somewhere near the T spawn til the back of that bomb site?

09-11-2009, 03:00 AM
http://img3.imageshack.us/img3/6279/dustokok.th.jpg (http://img3.imageshack.us/img3/6279/dustokok.jpg)

Redstar
09-11-2009, 08:39 AM
Needs more paths to get to bombsite B but apart from that, these are good ideas. If you guys think this remake is worth doing, then I'll work on it

smartin
09-11-2009, 12:19 PM
yeah red, you should try doing something similar
would be neato

downbad
09-11-2009, 12:33 PM
Added n69ky and rabies ideas:

http://i6.photobucket.com/albums/y220/fourjosh/th_dust35.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=dust35.jpg)

NortproN
09-11-2009, 01:01 PM
b is looking really intesting and unique, like how you attack from low and high, and the whole thing that you can see if their going b before they can get there.
the shortcut to b kinda fucks it up though, could be like this-->
(adding pic)
http://img43.imageshack.us/img43/1530/dust34.jpg

this would make b a bit easier to hold from mid than from the cw itself. like this it would have a bit of a cpl_strike b element, like you don't have to hold b from the inside unless it's taking suspiciously long, and there's a very of aztec:ish thing going on too by lower if the stares were moved. (although it's a bad map, i think it would work here). The vents are a bit boring, should maybe add another way in for the t:s in some less convenient spot so you could rotate but not too easily.

downbad
09-11-2009, 01:10 PM
if you smoke underpass you'd be able to get to B w/out being seen. CT would have to decide if its a fake or not. and if a terrorist or two were able to go into the middle tunnels and come out the door by the big box and make their way to CT spawn they could flank CTs either site.

EDIT:
ok yeah i see what you are saying about the stairs. i moved them to where u said. i think thats a great idea. I kinda liked the idea of being able to pop up out of sewers behind the CTs but i agree that they are boring. So i added another hall at the far end of B site. (got rid of cars too :P)

Now all we need are reds amazing maping skills to make this dream come true!

downbad
09-11-2009, 01:36 PM
http://i6.photobucket.com/albums/y220/fourjosh/th_dustokokok.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=dustokokok.jpg)

rvT
09-11-2009, 02:32 PM
Last pic from downbad is quite good. Tunnels/sewers are bad idea imo.

NortproN
09-12-2009, 02:44 AM
btw, instead of stairs maybe it's better to it like everything else in dust1, so it's aligned so you can walk upward.

Apoqramses
09-12-2009, 12:55 PM
maybe this gets anytime a playable version of d1...the original one is terrible :lol:

madmax
09-15-2009, 02:20 PM
not good idea to make the cpl_strike balkony since it need to be dust like.
also make it really like DUST and look at dust a lot and see how he did and try to copy his style
http://www.johnsto.co.uk/design/making_dust
http://www.johnsto.co.uk/design/making_dust2
links is just for referens and ideas hope it helps :D

EDIT:
CT spawn to A path could be like inferno banana :D
and the path from ct spawn to B could have a slope down to make it a bit harder to rotate into there from CT spawn.
the new path to B from just before underground could be a dust like tunnel and dont have dubbel doors its would make it harder to both defend and atack B.
and the lower part of B have to be alterd since now it makes no sense

haden
09-22-2009, 02:06 AM
guys..

CSP_dust should be similiar to 1.6 de_dust. U are talking about de_dustX........... (x for a digit)

dust is dust &
dust2 is dust2

haGisson
09-23-2009, 05:54 AM
http://i6.photobucket.com/albums/y220/fourjosh/th_dustokokok.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=dustokokok.jpg)


there should be a hut over the underpass, else it's useless if the CTs have a good sniper-player

http://img87.imageshack.us/img87/5619/cspdust.jpg

haGisson
09-30-2009, 11:22 AM
bump

NortproN
10-01-2009, 06:43 AM
(if i understood what you mean)
you can just throw a smoke or a guy in dark can flash the awp's, even the guys at lower can throw a flash right in front of them and run backwards/blindly trying to reach the stairs.

inspiral09
10-31-2009, 12:00 PM
sory red but i think it`s not necesary open a new topic for de the same map ;)

So here is a screenshot of the new bombsites of csp_dust

http://img208.imageshack.us/img208/6137/cspdust0003.jpg

http://img406.imageshack.us/img406/9981/cspdust0002.jpg

Enjoy!

I see propz

TUROcKdev
10-31-2009, 12:25 PM
but this props have no physical effects to players, nades or , shots or other things ;)

inspiral09
10-31-2009, 01:05 PM
Ohh sounds good