View Full Version : Creating new league map!
misfitmatt87
11-02-2009, 12:24 PM
Layout Finalized 11.03.09
http://www.triple.se/smartin_suggestionLOL.jpg
Pictures Uploaded 11.04.09:
Left of T-Spawn
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0011.jpg
Tunnels/T Stairs
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0012.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0013.jpg
Top of Banana
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0014.jpg
Bottom of Banana
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0015.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0016.jpg
Inside B
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0017.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0018.jpg
Tunnel toward Cat
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0019.jpg
Catwalk
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0020.jpg
Balcony Stairs
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0022.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0023.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0024.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0025.jpg
Balcony
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0026.jpg
Mid Ramp
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0027.jpg
Mid DD CT Side
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0028.jpg
Looking toward B from CT
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0029.jpg
Ramp into A from CT
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0030.jpg
Bombsite A
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0031.jpg
Bombsite A Doors
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0032.jpg
Dark Halls
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0033.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0034.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0035.jpg
Right of T Spawn
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0040.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0040.jpg
Now for all the awpers, I took some screens down mid for you.
From just outside CT
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0037.jpg
Double scoped
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0036.jpg
From T side
Single Scoped
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0038.jpg
Double scoped
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp%20map/csp_outage0039.jpg
Hope you all like the preview of where I am at currently.
I will upload more as I progress, like always feel free to suggest changes.
theRAshow
11-02-2009, 02:15 PM
Okay, I love the idea of more competitive maps in CSP. Take a look at the best (balanced) competitive CS maps (inf, dust2 and mill). Compare the three maps. You will finde some similarities.
For example you have one bomb site with 2 + 1/2 (ct-spawn-route) access points (eg: dust2 bomb site A) and one bomb spot with 1 + 1/2 (eg: dust2 bomb site B) ways for the terrorists. ....
Chris
11-02-2009, 02:56 PM
Can't really think of a great tip, the guy above me stole mine.
Maybe not too complicated, too complicated is for public! :)
Gl in your project!
madmax
11-02-2009, 04:12 PM
my idea is to not make it like dust2 at all in the layout go abit ground braking like nuke did with bombistes ontop the other do some thing like that but still keep it balanced :lol:
Or try to do both - keep the simplicity and number of routes similar to dust2/inferno/mill while drastically changing some aspects of the appearance and layout to give the map an original feel. Nuke and Train do this fairly well, although of course they could be better balanced.
Achieving this is the most likely way for your map to become popular and last for years to come.
misfitmatt87
11-02-2009, 06:18 PM
yah, thats what i was thinking. I kept mill , inf and d2 as inpiration. all of them have very similar lay outs. Very simple maps but very very good.
misfitmatt87
11-02-2009, 06:34 PM
K heres my general idea of layout.
http://i11.photobucket.com/albums/a163/MisfiTMatt87/idea-1.jpg
opinions?
B is elevated just like in d2 or mill.
misfitmatt87
11-02-2009, 06:57 PM
trust me, I understand what it takes to develop maps within games. I have put over 100+ ours into the fun maps I have designed.
I take it on as not only a fun pass time but a personal project.
rcgnz
11-02-2009, 08:59 PM
Ok just looked at your map layout.
The one problem I see is the distance for the terrorists to the bombsite. Not only does it give CT's ample time to set up, it doesn't allow any "rushing". If you want my opinion, one of those bombsites, the longer one, allow more than 1 easy access entrance for the terrorists to attack. And for the other one, allow rushing to be possible.
From the map layout too, it looks like half a maze. For the T anyways.
Also it would be a nice idea to have what kind of textures and map colours to have. Maybe you could base it off one of the older core maps or have a completely new feel? Like tuscan kinda represents dust2 in a way. Somewhat like that :)
and yeah, try and find intuitive methods of making this map unique. Any great map can become competitive as long as it has the aspects. The things that make it more fun are the unique aspects which dont change gameplay, but how we use our gameplay. An example could be a certain boost which only allows 3 terrorists to rush a site. Things like that which create new elements we can master :) But with this comes certain problems, like people not enjoying that new aspect of the game. People who like to stick to old school stuff :x but yeah, it's your choice.
But from what I've seen from custom competitive maps, I guess it has to be "fun". I'm not a mapper so I don't know what elements make a map "fun". But from playing, balance has a very large part. And nothing that is "cheap".
And gluck :D hoping for the best :P
misfitmatt87
11-02-2009, 09:52 PM
Ok just looked at your map layout.
.. it looks like half a maze. For the T anyways....
I can see what you're saying, from what I have personally seen in competitive maps they tend to be rather tight, but also long at the same time. like mill, d2 both have close and long ranges parts.
I agree on having unique aspects too, each competitive map we have today has a few certain aspects that make it stand out from the others.
Train, for example, has long-distance shooting+intensive ladder movement/jumping, so it favors people who have decent movement in the game. Also a lot of hiding spots and dark places, so people who can spot players easily + know which spots to check/hide get a huge advantage.
Nuke has stuff like vents, hut, rafters, red rock, and a lot of other places you can get advantage by knowing how to do certain jumps, plus almost every wall in the map (even from one bombsite to the other) is spammable.
Dust2 I'd call a basic aspect map really, it's just about coordinating rushes, running and shooting; it doesn't feature any favorable angle or obstacle for CTs, nor amazing places they can hold sites from, which kinda makes it a T-sided map.
Inferno is mainly about flashes really: flashes above buildings, flashes bouncing off walls, flashes bouncing in the ceiling corners, and it features a lot of shooting through different heights, like banana->B, mid T-> mid CT, or apartments->A. Also has a ridiculous amount of boxes everywhere :P.
misfitmatt87
11-03-2009, 12:00 AM
ok that makes sense. I scrapped that lay out and i'm working on a new one. will upload when I am comfortable with what I have.
smartin
11-03-2009, 01:09 AM
gl man!
madmax
11-03-2009, 08:13 AM
all i can say is GLHF :D
When you are planning try starting with defining important areas first.
For example, when I started planning csp_edge, I started by placing a 'Mid' area, the 2 bombsites and T Spawn. Then you work from there. I found it very beneficial to map out the position of these areas very simply, and make sure that CTs could beat Ts to the bombsites, and both arrived at Mid at the same time. Then I took a screenshot of the Hammer grid with these basic aspects and did an accurate plan based on that grid.
That worked for me, you might want to try it, but it's my first map so I'd hardly call myself an expert.
Good luck!
haGisson
11-03-2009, 09:47 AM
When you are planning try starting with defining important areas first.
For example, when I started planning csp_edge, I started by placing a 'Mid' area, the 2 bombsites and T Spawn. Then you work from there. I found it very beneficial to map out the position of these areas very simply, and make sure that CTs could beat Ts to the bombsites, and both arrived at Mid at the same time. Then I took a screenshot of the Hammer grid with these basic aspects and did an accurate plan based on that grid.
That worked for me, you might want to try it, but it's my first map so I'd hardly call myself an expert.
Good luck!
for your first map csp_edge looks very professional, clean and not cheap
misfitmatt87
11-03-2009, 02:20 PM
Ok ladies,
I revamped my map idea, Made it simpler. Personally I believe it needs something but I want some opinions to see if I am heading in the right direction.
http://i11.photobucket.com/albums/a163/MisfiTMatt87/trial.jpg
Opinions are lo3!
madmax
11-03-2009, 02:27 PM
the layout is somewhat un clear but it looks like rotationg from B to A and vice versa is going to take some time
http://img42.imageshack.us/img42/9624/trialc.th.jpg (http://img42.imageshack.us/i/trialc.jpg/)
My suggestions... Ofc CT can boost or climb on boxes to get to balcony on BS B. Crates and boxes is your free will. Also I was thinking for an alternate way from CT spawn to BS A.
Check out your distance between the two bomb site : Ts need to change quickly their target (bombsite).
All those stairs give me strange feeling =S... Always going up/down make the aim more difficult...
Do what jOlt said, and it will be nice! Keep 'simple' on head =)
haGisson
11-03-2009, 04:23 PM
there should be more slants and less stairs
misfitmatt87
11-03-2009, 06:40 PM
Ok, Well here is attempt 3!
Same thing flys, lets hear the opinions. I need ideas on how to connect mid to b. I don't want to just use a doorway maybe stairs, or a ladder? I have no idea, so suggestions would be appreciated. Also the map will have different heights in it like d2 and mill but that I will figure out as I map.
http://i11.photobucket.com/albums/a163/MisfiTMatt87/take3.jpg
rcgnz
11-03-2009, 10:15 PM
Bombsite B looks somewhat promising.
Bombsite A looks impossible to get to. And from a T's perspective, hitting B means insta-rotates from CTs.
But I can see something going there :)
misfitmatt87
11-04-2009, 12:24 AM
made it easier to get to a.
http://i11.photobucket.com/albums/a163/MisfiTMatt87/Copyoftake3.jpg
Lordearon
11-04-2009, 01:08 AM
break the wall next to the m of the word 'mid'?
Think about the rotations for T's between the bombsites as well, CT's seems to have the advantage atm
Wurrey
11-04-2009, 03:07 AM
This map reminds de_inferno alot :?
smartin
11-04-2009, 03:22 AM
Here's my suggestion for your map bro:
http://www.triple.se/smartin_suggestionLOL.jpg
Made it so that the banana goes under the balcony out B.
I'm not a very good map-analyst but it seems fun to play at least. What do you think?
Spritz
11-04-2009, 03:37 AM
Quite nice update to his layout smartin!
haGisson
11-04-2009, 05:32 AM
nice update smartin!
the layout looks simple, i like it :)
It looks like a nice layout, but it is quite similar to dust2 from what I can see.
Also the 2 bombsites are very close to each other.
sevoii
11-04-2009, 06:04 AM
de_infust
Chris
11-04-2009, 09:22 AM
de_infust
You like to play with words eh!
RATpope
11-04-2009, 09:40 AM
i like but make the b bomb planting spot more accessible and as for mid and any long hallway add more box's or other sch cover to make it easier to get down it because if yo don't it'll turn into sniper alley.
good job. now what theme should it be? city? mountain? mybe try to make an aztec theme? cbble theme? oO (textures n shit)
haGisson
11-04-2009, 10:08 AM
i like cs_backalley's theme
Looks nice, I like the simplicity and I think it has the potential to be a very interesting map.
Here are my thoughts on the layout:
It seems like a fairly small map, which I like, but it means you can easily afford to make CT spawn further away (like on Nuke or Piranesi) without it feeling too large. This may help with balance.
I like Smartin's balcony idea, where the Ts can attack from two different heights, but I think it might be interesting to move it to A and use the yellow-highlighted area in his diagram as a lower kind of uncovered tunnel area instead. What I would suggest is a ladder from the left of darkhalls down into a tunnel under mid, leading to the lowered but not covered yellow section. Then, for consistency, another ladder could lead from the top-right of darkhalls to a little hut overlooking A, providing the two-level attack at the A bombsite.
I don't quite understand the diagram at the B bombsite, is the actual planting area completely walled off or just fenced like on Fire? Whatever the case, I guess it shouldn't be a design priority, since it's not crucial to the design of the rest of the map.
Since your banana area is quite long and emptyish, it could perhaps be made visually interesting by being bounded on the left by a cliff (like in prodigy) with a sweet view or some other kind of landmark to the left of it. Something to think about, at least. I wouldn't want banana to be less empty though, layout-wise. Just visually.
I think an industrial theme would suit this map quite well because it's quite claustrophobic but also quite varied. J0lt's Edge has a kind of industrial feel to it but this one could go further I think (as a factory is to a warehouse, perhaps). When thinking about the theme make sure you consider what is being bombed and what to put in the bombsites to represent that (although regular old crates will do as a fallback).
Edit: I can do some diagrams in Paint if that's necessary to explain what I mean, but at the moment I intend to go to bed.
What about a harbor theme?
My idea is: The actual harbor are the bombspots and ct base
haGisson
11-04-2009, 11:13 AM
hmm, harbor theme sounds good
edit: does anyone know de_port? it has a harbor theme
madmax
11-04-2009, 11:33 AM
de_port = fail
haGisson
11-04-2009, 11:51 AM
i only mentoined it because of the theme, never played it
misfitmatt87
11-04-2009, 01:38 PM
Let me first say thank you to all you contributors. Your suggestions are really helpful, and I really love the support I am getting in developing this map. When I see you all giving suggestions, It just makes me want to give this map my all.
My goal will be to get a lot of this done today, so that I can get some screens up for you guys.
Here's my suggestion for your map bro:
http://www.triple.se/smartin_suggestionLOL.jpg
very nice add on smartin, I was playing on do catwalk like that but the balcony is such a good idea!
This map reminds de_inferno alot :?
de_infust
haha it better seem like both of those, Inferno is one of my favorite maps. I was using Dust2,Inferno and mill as my references for this map. everyone like aspects about theses maps so why not take aspects that everyone likes and try and use them in my own map.
good job. now what theme should it be? city? mountain? mybe try to make an aztec theme? cbble theme? oO (textures n shit)
well i was thinking of using mill/inferno textures. it really depends how the map ends up feeling when I am done making it. I do a lot of tweaking as I build. So we shall see where it takes me, though I was debating aztec/cbble, they arent really common textures sets so I don't know how i feel about them yet. We will see as time goes on.
Patrick
11-04-2009, 02:20 PM
I just want you to see another idea for a competitve map. It's just a suggestion, maybe there's a nice position you like to copy. You don't have to regard the numbers or descriptions because the reason for building this map was another. I would love to see your opinions!
http://666kb.com/i/bdcfnhh5p9m6vj8pn.jpg
EDIT: The bombspots @ 10 and @ 6 are not complete. Boxes are missing.
misfitmatt87
11-04-2009, 03:27 PM
I just want you to see another idea for a competitve map. It's just a suggestion, maybe there's a nice position you like to copy. You don't have to regard the numbers or descriptions because the reason for building this map was another. I would love to see your opinions!
http://666kb.com/i/bdcfnhh5p9m6vj8pn.jpg
EDIT: The bombspots @ 10 and @ 6 are not complete. Boxes are missing.
Interesting concept, reminds me of a map I used to play in CZ. Did you make that concept yourself?
ColdSauce
11-04-2009, 03:42 PM
Sorry, did not read the whole thread, so i just put my opinion into it :D
First of all i think there should be some ranges for AWP and some ranges for the middle/short range.
i also think, the map should be very tactical . some long ways and some rush ways. but at the other hand it shouldnt be too complex, because you cant find yourself in it than :D. an other point is, that there are some places you can throw good nades or you can bang there.
i hope you can understand me :D
so far,
Cold Sauce
PS: PLEASE A VERY GOOD AWP SPOT :D
Patrick
11-04-2009, 05:33 PM
Yeah, I made it myself and I never played CZ, so the similitaries are an 'accident'. If you want to build it for CSP, I will explain you every detail.
misfitmatt87
11-04-2009, 06:08 PM
looks awesome still. I'll see where I am at after I finish this map. i found the name of the map it reminds me of de_comrade_3rdroute.
http://www.fpsbanana.com/maps/33417
misfitmatt87
11-04-2009, 07:46 PM
Added Screens, like I promised earlier. =) Enjoy all.
rcgnz
11-04-2009, 10:49 PM
Tbh making a 1.6 inferno theme would be a great idea.
Since CSP's inferno theme is the Source theme. So it wouldn't look repetitive :D
The plan reminds me of de_inferno a bit
haGisson
11-05-2009, 05:03 AM
would be nice if you could just put some temporary textures in for the screenshots
Just a quick note - your map layout looked very small (almost too small) but in those screenshots the map actually looks very large, to the point of agoraphobia. I don't know what height of playermodel was used in the screens but scale is something you should think about very carefully.
Edit: also, it's hard to tell in those screens but are those entrances to B both at the same height? I was under the impression from the layout that the banana entrance would pass under the balcony.
misfitmatt87
11-05-2009, 09:17 AM
Just a quick note - your map layout looked very small (almost too small) but in those screenshots the map actually looks very large, to the point of agoraphobia. I don't know what height of playermodel was used in the screens but scale is something you should think about very carefully.
Edit: also, it's hard to tell in those screens but are those entrances to B both at the same height? I was under the impression from the layout that the banana entrance would pass under the balcony.
Banana does enter under balcony, and entrances to both are roughly the same. In terms of the size I just started out with something to see how it looks. I tested a rush from T-spawn to B and it takes roughly 10 seconds. I can always tweak it if everyone thinks it to big, but also keep in mind that with no textures and no props like boxes and what not it looks a lot bigger, then it will actually be.
RATpope
11-05-2009, 09:37 AM
hey i liked your original concept and how it had the use of spiral stairs i think it wold sorta of mix things up and add some difference just beacause its harder to attack spiral stairs.
I tested a rush from T-spawn to B and it takes roughly 10 seconds. I can always tweak it if everyone thinks it to big, but also keep in mind that with no textures and no props like boxes and what not it looks a lot bigger, then it will actually be.Yeah I suspected the lack of textures might be partly responsible. Still, I imagine it might need to be tweaked at some point, depending on the theme and the frequency of boxes and other props.
haGisson
11-05-2009, 11:22 AM
I tested a rush from T-spawn to B and it takes roughly 10 seconds. I can always tweak it if everyone thinks it to big, but also keep in mind that with no textures and no props like boxes and what not it looks a lot bigger, then it will actually be.Yeah I suspected the lack of textures might be partly responsible. Still, I imagine it might need to be tweaked at some point, depending on the theme and the frequency of boxes and other props.
some textures would've been really nice!
Layout Finalized 11.03.09
http://www.triple.se/smartin_suggestionLOL.jpg
... contra already exists bro :p
haGisson
11-05-2009, 12:16 PM
doesn't really remind me of contra
doesn't really remind me of contra
... it's like contra's little brother
http://rain-team.ru/img/maps/de_contra.jpg
madmax
11-05-2009, 02:21 PM
but contra sux
iWouldLike
11-05-2009, 02:52 PM
all maps looks nice! ;D but dun do it grey please, btw, what program are you using to build maps? Archi cad? Studied that last year in school! xD see yah! :D
RATpope
11-05-2009, 04:13 PM
just add a little bit more side halls and boxs and put the ct spawn farther back, one last thing try and make some higher up levels.
misfitmatt87
11-05-2009, 07:44 PM
... it's like contra's little brother
I can see what you mean, but trust me it will have its own feel. Contra is a lot of halls and what not, this is rather simplistic.
all maps looks nice! ;D but dun do it grey please, btw, what program are you using to build maps? Archi cad? Studied that last year in school! xD see yah! :D
Valve hammer, its part of the Development SDK for Source.
some textures would've been really nice!
Yeah I suspected the lack of textures might be partly responsible. Still, I imagine it might need to be tweaked at some point, depending on the theme and the frequency of boxes and other props.
It seems the general consensus is that the map requires the application of textures, so that is what I will do.
Also I will be doing tweaking on the map but only after I run some beta testing of the map.
That's enough forum posting for me for now, I need to get back to mapping.
Lordearon
11-06-2009, 07:44 PM
I would have thought balcony would be similar height like Inferno balcony to bombspot A (you can jump of it, CT's could boost on it?)
your balcony seems so high :/
maybe make it so 3 CT's can boost on balcony, as if it's 2, they would easily counter push.
but with 3 they need to leave a with only 2 persons and vulnerable to a T rush.
RATpope
11-07-2009, 09:08 AM
i like how this is one of the few forums that isnt a complete troll fest and i like your map so far and cant wait to try it out.
misfitmatt87
11-07-2009, 12:49 PM
ok ladies, just a minor update. I did some tweaking to size, because it was HUGE like you all said. i will post some screens later today for you all with temporary textures.
RATpope
11-07-2009, 01:10 PM
if you could post a video of the level that would rock
misfitmatt87
11-07-2009, 07:39 PM
A video is actually not a bad idea, I see what I can cook up for you.
haGisson
11-08-2009, 06:23 AM
yeah a video would be nice!
RATpope
11-08-2009, 11:42 AM
just thought of an idea put a car dead center of mid just big enough so that you cna sniper over it or use it as cover while moving up
misfitmatt87
11-08-2009, 12:20 PM
Well I have been trying to get an AVI up for you guys but for some reason the movies wont play when I open them after in vlc. any suggestions?
RATpope
11-08-2009, 01:11 PM
try posting on youtube and then posting here
madmax
11-08-2009, 01:13 PM
you cant upload avi movies on youtube if you have as standard to play them on vlc
misfitmatt87
11-08-2009, 01:23 PM
no i mean I am having trouble converting it from the demo file to avi
madmax
11-08-2009, 01:30 PM
no need to convert it with something just google it or search on youtube
RATpope
11-08-2009, 01:51 PM
try not to use such grey textures on your map its makes it seem dark and less interesting
Awesome, I 'd like to see the video. :-)
TUROcKdev
11-08-2009, 02:01 PM
css/csp
console: 1.demoui,
2.klick on the .dem file,
3.pause movie, startmovie DEMONAME raw 30,
programs:
4.start VirtualDub (32 bit for more settings than 64bit ;) )
5.Sony Vegas 7,8 or 9
6.MeGUI for .mp4 x264 ... ( avisynth script, ffdshow, haali media spliter, mkv toolnix )
other things:
7. good PC
8. much time
that are some facts for a css/csp video ;)
donlan
11-08-2009, 02:07 PM
try not to use such grey textures on your map its makes it seem dark and less interesting
I doubt the majority of the textures used are going to stay there in the map considering its at such an early stage of development
smartin
11-08-2009, 02:12 PM
fraps will do for a preview. consider hq-video when the map is finished/near finish.
TUROcKdev
11-08-2009, 02:32 PM
yeah right thats what I said :D
2PacAshoor
11-08-2009, 03:08 PM
UR A SEXY BEAST!
RATpope
11-10-2009, 03:37 PM
hey any update on wats going on at this point in developement also it would be nice if there were a way to tport for source just so i can play on it a bit
All csp maps are css compatible and reverse. So no porting!
misfitmatt87
11-10-2009, 05:31 PM
Hey All, sorry I haven't anything since the weekend. I really have been busy with work, so I haven't had a chance to work on it. Come friday I will have some time to work on it and focus on developing details with the map.
2PacAshoor
11-10-2009, 08:02 PM
So does that mean ur going to make less time for me?? </3
RATpope
11-11-2009, 01:06 PM
sweet
TreaTmenT
11-12-2009, 08:47 PM
dunno if its been said cant be bothered reading all comments but some boxes so ct can jump up to catwalk would be good so CT's are able to retake from cat a lil fasterjust an opinion GL
misfitmatt87
11-14-2009, 01:36 PM
Ok, I've kept you all in the dark for way to long without any sort of update. So I decided to post up what I have got so far in terms of detailing the level. I have be really busy tweaking the hell out of the map so that rotation times work properly, so that the map isn't to one sided. Anyway here you go guys.
Pictures of T-Spawn
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp_outage0000-1.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp_outage0001-1.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp_outage0002-1.jpg
http://i11.photobucket.com/albums/a163/MisfiTMatt87/csp_outage0003-1.jpg
2PacAshoor
11-14-2009, 01:46 PM
HEHEH! U DA BEST!!!
RATpope
11-14-2009, 02:01 PM
wow this stuff is looking amazing just throw in soem bomed out cars and box to add some cover for people moving up also when its dont post it on fpsbanana and post a link. Also try nad make lower ceilings and soem warmer colours just to make it seem like a tighter map.
misfitmatt87
11-14-2009, 02:11 PM
Boxes and cars will be final details but they will be added, and it will be kept clean.
madmax
11-14-2009, 06:11 PM
Boxes and cars will be final details but they will be added, and it will be kept clean.
no cars plz and try yo fine nicer texture does are to standard and boring and u have to play around with the lighting 4 exapel it should be a bit darker under the bride
misfitmatt87
11-14-2009, 06:53 PM
I haven't done anything with lighting. Again its a detail that you do after everything is complete. And whats wrong with the texture scheme?
TUROcKdev
11-14-2009, 06:57 PM
but its very easy to add light_environment ;)
RATpope
11-14-2009, 06:59 PM
jsut a little nit picky thing but i hate the grey colour of that bridge youll probably fix it but just in case you didnt plan on it.
misfitmatt87
11-14-2009, 07:14 PM
rendering takes much longer when you add in light. So i don't do it till im done.
smartin
11-14-2009, 07:40 PM
matt knows his shiz
misfitmatt87
11-14-2009, 07:50 PM
matt knows his shiz
Thanks smartin, I try.
TUROcKdev
11-15-2009, 09:27 AM
but you can use fast compile ;) for some screenshots its enough ;)
RATpope
11-15-2009, 10:18 AM
turock dev were you actualy a turock developer?
TUROcKdev
11-15-2009, 10:45 AM
2008 I registered a CSP acc and after the new forum came online I cant login with my old name TUROcK ;) so I thought I make a tag after my name and so I used the name TUROcKdev ;) thats all. I´m maybe a map developer aka level designer :D
RATpope
11-16-2009, 07:44 PM
any news as to progression of the level?
misfitmatt87
11-16-2009, 08:31 PM
not much man, I have been playing around with different ideas. thinking of changing the texture scheme. I'm just playing and seeing where it takes me.
RATpope
11-19-2009, 05:18 PM
man im so hyped for this level
puddin1
11-19-2009, 06:45 PM
It looks good man
misfitmatt87
11-27-2009, 11:16 PM
Ok,
Sorry I have disappeared from the face of the earth recently. With my busy season at work picking up I haven't had much time to sit back and map. What I can tell you guys is that I have sat down and resized the whole map, so that the map is basically the same size as dust2. I am sticking with the inferno scheme, because honestly I love it. Unfortunately when I had decided to resize the map so that it was so large I basically started from fresh again. I will try to get some new screens up in the next week if the progress is screenshot worthy. My goal is to get the best product possible for the community so that we all can enjoy a new map, but I am a perfectionist and will not release anything unless it is up to my standards. That's all for now guys.
Screw you all you perfectionists! (we have to wait so long for some screens ;9)
trick321
12-05-2009, 03:29 PM
LOOKS LIKE DE_LITE the esea map made, it also reminds me of D2 and aztec FUCKING FAIL MAP
hxcguitarist
12-05-2009, 03:41 PM
LOOKS LIKE DE_LITE the esea map made, it also reminds me of D2 and aztec FUCKING FAIL MAP
Troll.
It's intention was to be like D2. Man, plus it's different enough to make it unique.
RATpope
12-06-2009, 03:21 PM
come on ppls more info would be nice.
RATpope
12-10-2009, 05:55 PM
some new info would be nice
haGisson
12-11-2009, 09:49 AM
info plox!!!
RATpope
01-06-2010, 04:59 PM
progress would be very nice
kooch
01-26-2010, 09:22 AM
KOOCH LIKES THIS THREAD
RATpope
01-27-2010, 05:13 PM
thanks kooch
Hmm, the left portion looks like de_cpl_mill, I'm liking it so far though. Keep going, it has great potential.
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