View Full Version : csp_morocco
szidzse
01-21-2012, 06:09 AM
okay so i fixed all major , minor bugs so its like a public beta cause i want to give away to testing gameplay experience on this map when i reach too much negative feedback i'll reedit the map and post as tuscan.
oh and ofc i'm hiding from Mr Brutes :)
Download Link And Screenies Here : http://www.gamebanana.com/maps/163044
szidzse
01-25-2012, 09:03 AM
ViewCount
189
Downloads
53
and no feedbacks i guess its an okay then :D
TUROcKdev
01-25-2012, 09:18 AM
we need a 5on5 test. maybe the map needs changes :) I think thats the problem. ;) I would say add models and lightning and details around the map but not on the new ways/paths that you added. ;)
szidzse
01-25-2012, 09:36 AM
too plain? :D get me cs:go dust textures : D haha
we need a 5on5 test. maybe the map needs changes :) I think thats the problem. ;) I would say add models and lightning and details around the map but not on the new ways/paths that you added. ;)
5v5 test for sure. Sign me up if you guys are arranging that.
n3krO
01-25-2012, 09:57 AM
we need a 5on5 test. maybe the map needs changes :) I think thats the problem. ;) I would say add models and lightning and details around the map but not on the new ways/paths that you added. ;)
why you want so much details? Cs1.6 maps lacked in details and were still better then CSS.... details are only to be add when the map is already ready to play, and if they doesn't affect the gameplay (and yes, a tree changes the gameplay)...
Am I the only one seeing this?
http://i.imgur.com/BJaUe.jpg (http://imgur.com/BJaUe)
blackaddR
01-25-2012, 10:43 AM
why you want so much details? Cs1.6 maps lacked in details and were still better then CSS.... details are only to be add when the map is already ready to play, and if they doesn't affect the gameplay (and yes, a tree changes the gameplay)...
No, You change gameplay!
n3krO
01-25-2012, 10:52 AM
No, You change gameplay!
KK, Cs1.6 has the same gameplay mechanics that CSS has, only that ppl plays different in both games ;)
szidzse
01-25-2012, 11:00 AM
where the fck is that nodraw thingy??
lol i see now :D my bad
m0535
01-25-2012, 11:26 AM
CAN I HAZ SOME OVERVIEW PLZ?
would make it easier for the guys on gamebanana to pre judge/rate your map if they get to see the overview...
szidzse
01-25-2012, 12:40 PM
click on this link http://www62.zippyshare.com/v/24521443/file.htmlhttp://www62.zippyshare.com/scaled/24521443/file.html
i dont know why is that important for, you dont have to according your choice to the overlay...
TUROcKdev
01-25-2012, 09:17 PM
radar overview needs always 1024x1024 ;) hope yuo do it later.
what I can say now about the map is that its really tuscan how we want it, + mill underground tunnel :) the problem with the tunnel is that when you slowly walk through the long tunnel the time is mostly over ;) ( think the end of the tunnel to banana spot needs another end maybe that the way is shorter ;) ). [I know that because we played it on public ;)]
what I really want is the sign over the middle like in mill and tuscan ;) ct's walk down the middle and boost up to the sign to camp on it :) (in mill and tuscan its a brutesmaps sign).
szidzse
01-26-2012, 08:49 AM
- for me it took about 30-35 seconds by walking in the tunnel /only after the junction/ so if you rush together till the junction it takes about that time, also A could be more easier spot than B cause there are 4 directions to get into (sorry 5 :D) until B has 3 , when i came up to the crates the clock was '45.
- sign and detailing is okay, but i dont know why are you talking about detailing? :D just check the stock maps none of them has those very big details, maybe season has,
- maybe i'll put some foliage into
TUROcKdev
01-26-2012, 09:25 AM
with details I mean to add windows ;) and maybe some green decals nothing special :D
another problem with the tunnel is that the ct's can rush through banana spot to the tunnel and camp with sniper that t's havent any hiding place inside of the tunnel ;)
Diablorunner
01-26-2012, 10:20 PM
Thats one of the reasons i think this long current sewer corridor might be better off divided like "in two parts" (ramp in middle simulair to how the "ct-base/awp-peeking-ramp" @ bombsite b at csp/de_train fulfill its purpose) with simple but fitting height difference solution, so the approaching attacks comes a bit more sudden, wich ofc means the taccs becomes just a bit harder to read.
The difference in height must at least be steep enough to make it impossible to single-peek enemy from one corridors/sewers-end to another.
The submerged area appears from T's point of departure approaching bombsite, so it means "they climb the ramp" in order to take the peek to stear/dictate the rounds better.
Logically then ofc you also have to submerge the smaller hall (you added) with a slope/smaller but steef enough ramp or stairs so the submersion can meet up *natural* in the middle.
...and another good product of this will be a less monotonous underground passage = funnier map.
szidzse
01-27-2012, 09:29 AM
to Diablo: okay i get it what you think, this weekend i'll try to do something , but first have to reinstall my win7 :D
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