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View Full Version : Feedback from a source player



Bios
02-02-2011, 12:13 PM
I love it, i love the feel, i personally love the models (though i feel they move a little strange) i love almost everything about it..

BUT...there's always a but...

I can't help but feel you're trying too hard to make it into 1.6, including the graphics, wasn't the aim of this project to make 1.6 with source graphics? As that seems to be getting lost with the following things:

The death animations, it's a tiny part of 1.6 and makes no difference to overall gameplay, why make them look so stupid when you could stick with the standard ragdoll deaths of source? Hopefully the 1.6ers here don't take me calling the animation "stupid" as an insult to their game, but you have to admit, it's a bit 90s, this is 2011, it should be a smoother feeling...im going to use a word i hate as it's not entirely what i mean but closest i can think of...more "realistic" feel to the death animation.

Maps, i love the 1.6 map layouts, i'm not going to complain about that and i LOOOOVE not having junk to trip over, but i have two problems with them, the first being that everything is "square" 90 degree angles on everything, there are no rounded corners etc to give the map a smoother feel, it makes the game feel very dated to the extent you might as well just carry on with 1.6! The second one, which is less of a problem is D2 textures, i understand you've gone for the 1.6 feel to the maps but do you have to make the textures so old looking on that map? (tbfh i hate D2 so im not overly bothered with that one, would prefer just to not play it haha)

At the moment it feels too much like you're ditching everything about CSS in aid of remaking 1.6 completely including graphical elements. Afterall 1.6 isn't perfect, bugs in 1.6 have been around so long that hardcore 1.6ers seem to call them features, but that mentality needs to go, CSS is utter pants i'll agree with the 1.6ers on that, but i play it because i got into cs too late to enjoy 1.6 with it's outdated graphics.

Keep up the good work though, a year ago i was a complete csp hater, but the latest release has completely turned me and given me a slap in the face as to how well you guys are doing! :up:

EDIT: just thought of something else....csp_train, modernise it a bit? At the moment it definitely looks **** :p

deFaulT
02-02-2011, 01:50 PM
headshot animation is so rewarding. one of the things that i wish source had =[

nitr0us
02-02-2011, 02:05 PM
I understand the points on the animations, some may like it, some do not. I love it personally, but I don't see why the dev team shouldn't add an option to do either ragdoll or animation deaths (in future patch)! :D

Part of the 1.6 square-ish design is mainly for allowing older computers to be able to run CSPromod on the Source engine, and adding tasteful details to some maps without affecting frame rates.

Models IMO need a bit more work, more than likely we should be re-making models + adding more player models, and tweaking animations! :D

relentless
02-02-2011, 02:07 PM
I find the chest flinch quite confusing in that regard, when you hit someone in the chest they flinch back as if they got shot in the head and you see blood just like the 1.6 hs...then you stop to admire you handy work and they kill you >_< As a 1.6 player I woulda prefered the source ragdoll effects + 1.6 hs(could you manipulate ragdoll to emulate this rather than create a new animation?), some goes with the blood, I'd rather have source blood mist + 1.6 hs blood.

tiger
02-02-2011, 02:13 PM
There's a bug with the flinch anims: hitting someone in the chest will play the lower-body one (there are 2 anims) instead of the upper-body one (you can see this one by hitting a player in the head without killing him).

Also, there should be much less blood for a non hs hit.

Dare365
02-02-2011, 03:51 PM
I like the aninations. Its better feedback than having a body slump over and emotionlessly rag doll.

As for why the maps are very square, I'm not exactly sure what you mean, but a lot of spots may be that way because they are strategical nading spots people have been using for years, but I may be wrong. For example, the turn on cat is a 45 degree cut that people use to bounce a nade off of when coming up middle from ct side.

downbad
02-02-2011, 04:04 PM
I wonder if there's a way to tweak the physics of the ragdoll so that when you get a HS it goes almost anit-gravity for a split second and lifts the player to achieve the look of the 1.6 animation. This would make the whole effect seem more fluid and work in every direction. Again, idk if this is possible coding wise... just a thought.

Spritz
02-02-2011, 05:51 PM
Afterall 1.6 isn't perfect, bugs in 1.6 have been around so long that hardcore 1.6ers seem to call them features, but that mentality needs to go.


Thank you! This is exactly what I want to get the people to understand, but I never really found the right words for it.