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Redstar
02-21-2009, 01:36 PM
Hi,
I had this idea when I started CSP_office; I thought that it would be great to do the same for cs_italy.
Indeed it is a nice map which deserves to be played and I think it won't be that hard to change it to a bomb/deffuse map (at least less hard than it was for cs_office).

I have a first idea for the bombsites, T spawn and CT spawn
Here is what (imo) could make a well balanced map:

http://img410.imageshack.us/img410/8571/cspitalyoverview.th.jpg (http://img410.imageshack.us/my.php?image=cspitalyoverview.jpg)

Please let me know what you think about this.

I've uploaded cs_italy's overview so you can edit it:
http://img522.imageshack.us/img522/3234/csitaly.th.png (http://img522.imageshack.us/my.php?image=csitaly.png)

Feel free to give me your suggestions/ideas for:
-Bombsite A
-Bombsite B
-CT Spawn
-T Spawn

smartin
02-21-2009, 02:14 PM
Your suggestion is actually pretty neat. You should go with it. The B bombsite gives this nice "house" scenario like in de_inferno.

Redstar
02-21-2009, 02:23 PM
I think there's no other possibilities for the bombsites but CT and T spawn should be somewhere else cause it only takes 9 secondes to go to bombsite B for the terrorists. So if you have some suggestions for CT and T spawn, go ahead :)

smartin
02-21-2009, 02:32 PM
Try moving T spawn to the balcony where I had put bombsite B in your other thread ;p

Oblivioneopia
02-21-2009, 04:07 PM
Move T spawn over to the right, where its in between the old ct spawn and the Stairs. (bottom middle thingy).

rvT
02-21-2009, 07:21 PM
I got some ideas but this need a some map remake ;p (like adding window like in de_inferno and cut a piece of map) ;p

EDIT:
http://img23.imageshack.us/img23/8461/cspitalyoverview2.th.jpg (http://img23.imageshack.us/my.php?image=cspitalyoverview2.jpg)

mang
02-22-2009, 12:12 AM
Since the bombsites are either side of CT spawn, rotating to defend the opposite site isn't easy, so maybe to compensate for that you should give the CTs the setup advantage by putting T spawn further away. I think the area at the very bottom of the map (with the shallow-sloping staircase) would be ideal, as it's very similar in appearance to CT spawn in cs_italy, and it's about equidistant from all the major routes the might want to use.

I think rvT has some good ideas about modifications that may need to be made, without going too much into specifics. The ladder, though, I think is unnecessary, except maybe as a temporary measure until the ability to headstack is implemented in CSP.

Improved
02-22-2009, 03:17 AM
Hi,
I had this idea when I started CSP_office; I thought that it would be great to do the same for cs_italy.
Indeed it is a nice map which deserves to be played and I think it won't be that hard to change it to a bomb/deffuse map (at least less hard than it was for cs_office).

I have a first idea for the bombsites, T spawn and CT spawn
Here is what (imo) could make a well balanced map:

Please let me know what you think about this.

Feel free to give me your suggestions/ideas for:
-Bombsite A
-Bombsite B
-CT Spawn
-T Spawn

Well I think T spawn is too far away from the A site.

Here's my suggestion, move T outside like in my pic below, I also wrote some important things.

Right click > Show image

http://data.fuskbugg.se/skalman01/csitaly2.gif

j0lt
02-22-2009, 03:26 AM
Hi,
I had this idea when I started CSP_office; I thought that it would be great to do the same for cs_italy.
Indeed it is a nice map which deserves to be played and I think it won't be that hard to change it to a bomb/deffuse map (at least less hard than it was for cs_office).

I have a first idea for the bombsites, T spawn and CT spawn
Here is what (imo) could make a well balanced map:

Please let me know what you think about this.

Feel free to give me your suggestions/ideas for:
-Bombsite A
-Bombsite B
-CT Spawn
-T Spawn

Well I think T spawn is too far away from the A site.

Here's my suggestion, move T outside like in my pic below, I also wrote some important things.

Right click > Show image

*image*

Gotta say, that looks pretty good. Will be interesting to see how these cs -> de conversions work out :D

mang
02-22-2009, 04:20 AM
+1 for Improved's T spawn suggestion, that's what I was trying to suggest as well but I couldn't have put it better than that picture.

smartin
02-22-2009, 06:23 AM
Yeah, Improved. That looks really neat. Can't wait to play that neat shit with some neat-ass graphics in a neat beta 1.05 :]

rvT
02-22-2009, 06:36 AM
I upload next img, some changes like T spawn in "Improved" ( ;) ) area, ladder = doors ;p added balcony. Unfortunately I have no ideas how to make T faster and CT slower on BS B ;p I was thinking about ladder from vineyard.

http://img100.imageshack.us/img100/2740/cspitalyoverview3.th.jpg (http://img100.imageshack.us/my.php?image=cspitalyoverview3.jpg)

mang
02-22-2009, 07:18 AM
Unfortunately I have no ideas how to make T faster and CT slower on BS B ;p I was thinking about ladder from vineyard.I think that with all the changes on the right-hand side of the map to be implemented or at least considered, the left-hand side should be left alone for the moment. The CT advantage in being close to bombsite B may well be significantly balanced by the fact that the Ts can set up practically unhindered in mid, leaving them with only a little bit of ground to take before they can plant at B. Add to that the reasonably slow rotation through spawn (unless the CTs play B really far back in house, in which case the Ts aren't forced to commit anyway) and the possibility of a rush through the suggested door, with a good spawn, and balancing may turn out to be a non-issue in playtesting.

One thing I didn't like in rvT's latest concept sketch was the big green square of wall he added to eliminate part of the pathway just below CT spawn. I've always though that area around the market played really well in cs_italy, and despite the different objectives, I don't think there's any cause to take it out. Sure, it allows the CTs easier access to mid, but I think a CT push in that area could be defended easily with a bit of smoke and some half-decent shooting. If anything, that bit of path helps the T side by giving them an extra option in the assault on the A bombsite, and the chance to wrap around through CT spawn in a B attack without going all the way into A.

Redstar
02-22-2009, 07:47 AM
I'm happy to see that you guys have the same ideas as me, which is actually great :) Every post is interesting and I'll take the time to answer you in a few hours. Also I'll show you another overview.

rvT
02-22-2009, 08:15 AM
Mang this green square = avoid CT rush on T's spawn, or at least slow them = there we can put something that CT can walk through like roof boxes ect. And I'm thinking about adding some boxes like on BS B or streets in choke points.

mang
02-22-2009, 10:25 AM
Mang this green square = avoid CT rush on T's spawn, or at least slow them = there we can put something that CT can walk through like roof boxes ect. And I'm thinking about adding some boxes like on BS B or streets in choke points.I don't think the possibility of a CT rush there is really a balancing problem, since it requires the CTs to gamble about whether the Ts are in mid at all, and assuming they are, I don't think it's too much of an ask for the T side to have a guy watching their flank in that scenario.

I wouldn't swear by the above reasoning - I'm a casual CS fan, and I'm really not much of a player - but even if I'm wrong, I hope there are other ways to slow the rush that don't involve bricking up that part of the map.

By the way, what do you mean by roof boxes?

stjArna
02-23-2009, 05:26 AM
heres my contribution :
http://img102.imageshack.us/my.php?imag ... view3k.jpg (http://img102.imageshack.us/my.php?image=cspitalyoverview3k.jpg)
(parts in dark blue should be added imo =))

rvT
02-25-2009, 09:49 AM
redstar where are you! ;D

Spritz
02-25-2009, 01:28 PM
I know it's offtopic, but redstar, I think you are doing a great job with remaking this maps. If CSP gets big, it will be partly cause of you. Keep it up the goodwork :)!

Redstar
02-25-2009, 05:33 PM
redstar where are you! ;D

I'm back ^^. I don't have much time but I do want to post some updated screenshots of csp_office and also answer the suggestions for csp_italy. I should do that soon.


I know it's offtopic, but redstar, I think you are doing a great job with remaking this maps. If CSP gets big, it will be partly cause of you. Keep it up the goodwork :)!

hey, thank you :) Since I'm an old supporter of the project it's always a pleasure for me to interact with the community!

Improved
02-26-2009, 01:39 AM
redstar where are you! ;D

I'm back ^^. I don't have much time but I do want to post some updated screenshots of csp_office and also answer the suggestions for csp_italy. I should do that soon.


I know it's offtopic, but redstar, I think you are doing a great job with remaking this maps. If CSP gets big, it will be partly cause of you. Keep it up the goodwork :)!

hey, thank you :) Since I'm an old supporter of the project it's always a pleasure for me to interact with the community!

U have seen my work mate, I think we should bump heads and help CS:P together.

Not meaning I want to steel your "shine" or anything, its not that. I want to help CS:P out too when it comes to community maps, but I need motivation to keep me focused and busy, I admit that. And when I do get focused, I can produce some good shit if I may say it myself. I'm not a pro mapper and not a bad one either, but I like to keep my work clean/neat and bugfree.

I've been wanting to help out for a long time, but like I wrote above, I need a push, its true.

My experience comes from:

Valve Hammer Editor 3.4 (good knowledge)
(Source) Hammer (medium knowledge)
Photoshop (good knowledge)
Wally (good knowledge)
Half Life model Viewer (not modeling, just model texture editing) (good knowledge)
GoldWave (for sounds) (good knowledge)
Half Life Compile Tools (for finalizing maps) (good knowledge)

What ya say?

Improved
02-26-2009, 01:46 AM
.

Redstar
02-26-2009, 04:43 AM
I need a push, its true

I can be this push mate :) So Improved, we should talk about this on steam ;)

smartin
02-26-2009, 12:11 PM
Made my first map yesterday haha ;>
Too bad I can't spawn ammo for csp. Anyone knows what the ammo entity is called in csp?

I'm making a deagle-arena type of thingy.

cashed
02-26-2009, 03:07 PM
i tried to make an aim map and found out some things are missing. ive notified 1 coder of this and told him it needs to be there soon so aim maps can prosper and work properly.

Redstar
02-26-2009, 03:10 PM
ive notified 1 coder of this and told him it needs to be there soon so aim maps can prosper and work properly.

Great :)

Improved
02-27-2009, 04:45 AM
i tried to make an aim map and found out some things are missing. ive notified 1 coder of this and told him it needs to be there soon so aim maps can prosper and work properly.

Thats why u are respected mate, cause u put work and dedication into what you do. Cant wait for your contribution to ESEA's CS1.6 map.

Thanks.

Redstar
02-27-2009, 03:22 PM
I just posted a new csp_office update, check it out:
viewtopic.php?f=13&t=155&start=98 (http://www.cspromod.com/forums/viewtopic.php?f=13&t=155&start=98)

drice27
03-09-2009, 11:25 AM
http://img3.imageshack.us/img3/1750/cspitaly.png

i think this would give a fair balance and wouldnt be so different from cs_italy

downbad
03-09-2009, 06:24 PM
http://i6.photobucket.com/albums/y220/fourjosh/th_csitaly2.jpg (http://s6.photobucket.com/albums/y220/fourjosh/?action=view&current=csitaly2.jpg)

cashed
03-09-2009, 08:48 PM
i like downbads

Redstar
03-10-2009, 06:24 AM
Ya I like it too, it's not too different from my original overview and respects the others' suggestions as well.

I agree for bombsites A, B, CT spawn, and also for cutting out the old CT spawn just like Improved suggested it a few weeks ago. The new hall isn't a bad idea, let's see. I'm gonna make a new overview today if I can.
Otherwise, I'm happy to see that you are still interested in my projects and I'd like to thank you for that!

Redstar
03-30-2009, 02:55 PM
Hey guys, I just wanted to tell you that I started the reconstruction of csp_italy yesterday and it's going well, I may be done with it by the end of the week.

If you want to see a pointless video I made, here it is: http://www.youtube.com/watch?v=GlNlxvqRRfA :lol:

No, seriously, the first real medias are coming soon :)

to0om17
03-30-2009, 03:30 PM
Please include a chicken in the market ;D

PLZZZZZZZZZZZZ

kramer
03-30-2009, 04:01 PM
Italy without a chicken in the market isn't italy.

:lol:

cashed
03-30-2009, 04:38 PM
i thought that bg music to the wip was hilarious :D

Redstar
03-30-2009, 05:12 PM
i thought that bg music to the wip was hilarious :D

Indeed it is^^, this kind of music is usually used to show some impressive things, but as rebuilding a map isn't that impressive, I accelerated the video...5 times :lol:


edit: of course I'll add a chicken!

Redstar
04-01-2009, 02:34 PM
Development update April 1st 2009 (it's not a joke ^^)

I started the reconstruction of "italy" 2 days ago and since I had free time, I managed to finish the basic reconstruction of the entire map this morning after those 2 days of work.
I have removed CT spawn from the map and have also simplified the corridors we talked about on previous comments.

http://img10.imageshack.us/img10/8802/italy1p.th.png (http://img10.imageshack.us/img10/8802/italy1p.png) http://img6.imageshack.us/img6/2631/italy2.th.png (http://img6.imageshack.us/img6/2631/italy2.png)

The next step is now to recreate the design of the css version of cs_italy so I can show you some in-game screenshots, which should be coming really soon!

***Edit*** April 3rd 2009

Some progress:

http://img141.imageshack.us/img141/3170/italy7.th.jpg (http://img141.imageshack.us/img141/3170/italy7.jpg)

smartin
04-01-2009, 04:37 PM
I'm lovin it!
Thumbs up to ya :D

Improved
04-08-2009, 01:25 PM
The map is coming along great mate!

I have recently moved to another part of Sweden. I'm using my C905 Sony Ericsson as modem to surf the web @ 200kb. My cable broadband should be up and running by the end of this month. I'm hungry for some CSP mapping and as always willing to help out.

Peace

smartin
04-08-2009, 02:42 PM
Nice, where are you living now?

Redstar
04-08-2009, 03:47 PM
Development Updtate April 8th 2009

I made some important progress on the map, I still have to add doors, windows, and a few other things but it won't take much time, the map is pretty much done, all I have to do now is to make it good looking.

Some progress screenshots, actually the first in-game screenshots (which are not from my latest build), I'll update them in the next few days.

http://img528.imageshack.us/img528/3028/cspitalyalpha0000.th.jpg (http://img528.imageshack.us/img528/3028/cspitalyalpha0000.jpg) http://img528.imageshack.us/img528/7311/cspitalyalpha0002.th.jpg (http://img528.imageshack.us/img528/7311/cspitalyalpha0002.jpg) http://img529.imageshack.us/img529/4351/cspitalyalpha0003.th.jpg (http://img529.imageshack.us/img529/4351/cspitalyalpha0003.jpg) http://img9.imageshack.us/img9/8201/cspitalyalpha0005.th.jpg (http://img9.imageshack.us/img9/8201/cspitalyalpha0005.jpg)

Edit

http://img18.imageshack.us/img18/8854/cspitalyalpha0006.th.jpg (http://img18.imageshack.us/img18/8854/cspitalyalpha0006.jpg) http://img6.imageshack.us/img6/7226/cspitalyalpha0007.th.jpg (http://img6.imageshack.us/img6/7226/cspitalyalpha0007.jpg) http://img6.imageshack.us/img6/5207/cspitalyalpha0008.th.jpg (http://img6.imageshack.us/img6/5207/cspitalyalpha0008.jpg) http://img220.imageshack.us/img220/2811/cspitalyalpha0009.th.jpg (http://img220.imageshack.us/img220/2811/cspitalyalpha0009.jpg) http://img220.imageshack.us/img220/2489/cspitalyalpha0010.th.jpg (http://img220.imageshack.us/img220/2489/cspitalyalpha0010.jpg)

rvT
04-08-2009, 03:53 PM
Hmm, fckn sweet ;D can u upload overview?

unizo
04-08-2009, 03:59 PM
Looks very nice, just out of question which layout of the map are you using? Downbad's makes the most sense for competitive play imo. ;D

However, the one problem I can spot with the layout isn't anything that Down changed, it's the way Mid would work. There isn't enough time for CT to get to mid before T are right on top of it, so it might be worth looking around for a way that it could be remedied.

Redstar
04-08-2009, 04:12 PM
I didn't use "one" specific layout, I made a mix between my first layout and the ones you suggested. I'll upload the layout later tonight so you can tell me what you think about it.

unizo
04-08-2009, 04:16 PM
I just edited my post, have another read. ;P

Improved
04-08-2009, 05:48 PM
Nice, where are you living now?

In lonely Småland. It's like a desert out here, so peaceful compared to Malmö. Now I can actually wake up from birds "singing" and at night everything is absolutely silent. A nice place to relax and get some mapping done.

:D

smartin
04-08-2009, 09:29 PM
THOSE ARE THE BEST GODDAM SCREENS I HAVE EVER SEEN ON THIS FORUM.
MANY THUMBS UP, RED! :D :D :D :D :D

esk
04-08-2009, 09:34 PM
Looking good man, keep up the work! 8-)

yuri
04-09-2009, 05:28 AM
:) Screens look great man! (Im a bit nervous about the gameplay... you know transformation CS -> DE)

Redstar
04-09-2009, 10:28 AM
Thank you guys,
@yuri, actually with this layout csp_italy is pretty well balanced, but if after some testing something is wrong, I'll be able to change it again and again until it's satisfying, that's what is wonderful with cspromod, everything can be changed :P

Screenshots of the day:

http://img18.imageshack.us/img18/8854/cspitalyalpha0006.th.jpg (http://img18.imageshack.us/img18/8854/cspitalyalpha0006.jpg) http://img6.imageshack.us/img6/7226/cspitalyalpha0007.th.jpg (http://img6.imageshack.us/img6/7226/cspitalyalpha0007.jpg) http://img6.imageshack.us/img6/5207/cspitalyalpha0008.th.jpg (http://img6.imageshack.us/img6/5207/cspitalyalpha0008.jpg) http://img220.imageshack.us/img220/2811/cspitalyalpha0009.th.jpg (http://img220.imageshack.us/img220/2811/cspitalyalpha0009.jpg) http://img220.imageshack.us/img220/2489/cspitalyalpha0010.th.jpg (http://img220.imageshack.us/img220/2489/cspitalyalpha0010.jpg)

ps: the last screenshot is the old CT spawn which doesn't exist anymore.

PraDaG
04-09-2009, 12:19 PM
looks good but the bomb site in the market looks bare. Are you going to add anything there?

Redstar
04-09-2009, 12:42 PM
Of course, i'll add wood boxes and crates, just like in cs 1.6, just haven't added them yet.

Spritz
04-10-2009, 10:11 AM
I love your maps and frequent updates red. You have more to offer to the community than the csp-team does.

j0lt
04-10-2009, 11:43 PM
Looking like absolute sex so far.

to0om17
04-11-2009, 05:47 AM
CHICKEN!!! >=[

Looking fukin amazing thow! =D
The frequent updates is greeat too!

Thanks!

Redstar
04-12-2009, 02:16 PM
ahah don't worry the chicken will be part of the market, but I'll add it when I'm done with the rest of the map :]

MaveN
04-12-2009, 06:43 PM
CHICKEN!!! >=[

xDD yeah! the chicken is a really important part of the map :D

veggi
04-13-2009, 12:37 PM
great work mate :]

messey
04-17-2009, 10:33 AM
this is just as great as ur office work

amazing work

trés magnifique

downbad
04-30-2009, 12:02 PM
Redstar, any updates on Italy or Office?

Redstar
04-30-2009, 01:22 PM
Just check in a few minutes I'm updating the screenshots

Redstar
04-30-2009, 01:48 PM
Development update April 30th 2009

hey guys,
I worked a bit on csp_italy today; I'm done with the last unfinished part of the map (screenshots 1 and 3), I also added some visual stuff, some nice lighting, and the most important, a new area for T spawn (screenshot 2). Indeed after some testing I concluded that CT and T were too close from each other, so this extra area should fix the problem, I may do the same and add another extra area for CT spawn. Also I've erased a few narrow corridors between bombsite A and B and only kept 2 of them which I've simplified (screenshots 6 and 7)

Screenshots:

http://img149.imageshack.us/img149/3277/cspitalyalpha0013.th.jpg (http://img149.imageshack.us/img149/3277/cspitalyalpha0013.jpg) http://img147.imageshack.us/img147/6159/cspitalyalpha0012.th.jpg (http://img147.imageshack.us/img147/6159/cspitalyalpha0012.jpg) http://img139.imageshack.us/img139/1921/cspitalyalpha0014.th.jpg (http://img139.imageshack.us/img139/1921/cspitalyalpha0014.jpg) http://img139.imageshack.us/img139/624/cspitalyalpha0015.th.jpg (http://img139.imageshack.us/img139/624/cspitalyalpha0015.jpg) http://img206.imageshack.us/img206/4719/cspitalyalpha0016.th.jpg (http://img206.imageshack.us/img206/4719/cspitalyalpha0016.jpg) http://img206.imageshack.us/img206/8230/cspitalyalpha0017.th.jpg (http://img206.imageshack.us/img206/8230/cspitalyalpha0017.jpg) http://img410.imageshack.us/img410/2382/cspitalyalpha0018.th.jpg (http://img410.imageshack.us/img410/2382/cspitalyalpha0018.jpg) http://img149.imageshack.us/img149/3937/cspitalyalpha0019.th.jpg (http://img149.imageshack.us/img149/3937/cspitalyalpha0019.jpg)

Enjoy!

PutridBeing
04-30-2009, 01:55 PM
Really nice Redstar. Did you change anything near big stairs/wine storage (or whatever it's called)?

downbad
04-30-2009, 02:02 PM
wow redstar, you never cease to amaze me. and good call on removing the narrow halls, it always felt like a maze in there to me.

TUROcKdev
04-30-2009, 02:23 PM
good ideas, good work !!! ;)

KaNaR
04-30-2009, 02:53 PM
http://img139.imageshack.us/img139/624/ ... ha0015.jpg (http://img139.imageshack.us/img139/624/cspitalyalpha0015.jpg)
Don't forget to disable the windows' shadows ;)

Redstar
04-30-2009, 03:02 PM
yeah I noticed after posting that screenshot and it's already fixed

ps: @putridbeing, I haven't implemented it yet, I'm not sure I will though.

haGisson
04-30-2009, 03:53 PM
fuckin' amazing!can't wait to play that map :D

smartin
04-30-2009, 06:50 PM
I love you

to0om17
04-30-2009, 06:56 PM
Its amazing that you can make something that pretty for freeeeeeeeeee!

Good job dude!
Your just keep impressing and impressing.

rXp
05-01-2009, 03:14 AM
I'm really impressed, continue like that =D

N0vA
05-01-2009, 05:15 AM
yeah, really nice 'til now!
I've watched also your youtube video building italy. Did you all by heart, without any padding/outline? :shock:

Anyway, keep on it! ;)

mang
05-01-2009, 05:39 AM
Looks nice, but I'd love to see a picture of the updated map layout as well, even though it sounds as though it's still a work in progress.

doublethink
05-01-2009, 07:24 AM
a new area for T spawn (screenshot 2). Indeed after some testing I concluded that CT and T were too close from each other, so this extra area should fix the problem, I may do the same and add another extra area for CT spawn.


Dude this map is really looking awesome!

I have a suggestion for the spawns!

http://barnabyj.com/doublethink/csitaly.png

I think it would be really cool if you used existing map elements as the entrance/exit to the spawns. This will keep the T and CT further from each other, and help balance the map more. For the T spawn you would add a doorway at the base of stairs. 2 exits.

Secondly, If you don't give the Terrorists any reason to use Apartments, then they won't.

In order to use Apartments, Terrorists have to boost up to reach. this is risky and must be timed well. The reward for all this effort has to be some type of tactical or strategic advantage. If you were T and boosted for apartments to go to "The Market" bombsite, why not just run around the jug handle and get to the same spot?

However, if you added a connector to that existing doorway near market, UP to window you have changed things dramatically. The reason that black line makes a weird turn is because if you were to make this connector, it would need to have a Z shaped staircase, that you can't cut corners on.

The reason for this Z-shaped stair is you need to slow down a CT who tries to rush window.

I think that a connector there would seriously stress out CT's trying to watch market, thereby taking away their advantage of spawning almost on top of it.

If you think about it in terms of the rest of the map, as a T, if you rush market, old school style, you get a firefight at the traditional old school market choke point. However, if you go the more risky route of boosting two guys for a slow push through apartments, once they get to window, they have 2 ways to enter site. And if they take "inner" they now have the element of surprise. It opens the map up to better strats.

Like, "wine cellar" is the "sneaky" way into house bomb site, that meets up with mid street, for t's.

Make apartments the "sneaky" way into market, that also links up with mid street. Also, for aggressive CT teams that push "inner" to apartments, now you get close combat indoors, which is another classic cs_italy thing.

my .02 I just don't want to see apartments go largely unused.

rXp
05-01-2009, 07:35 AM
Yeah, I prefer your spawns doublethink :D
And I think the bomb site must be IN the old respawn ct and not in the house.

doublethink
05-01-2009, 07:52 AM
Yeah, I prefer your spawns doublethink :D
And I think the bomb site must be IN the old respawn ct and not in the house.


That won't work though, the T's cannot spawn that close to a bombsite, the T's would always win!

=)

rXp
05-01-2009, 08:04 AM
Woups my bad, I meant the old respawn terro ^^ Sorry
[EDIT] And it's already like that so I said nothing ;)

Redstar
05-01-2009, 09:25 AM
Edit May 1st 2009

First of all, thank you for your support I really appreciate this.

Some quick answers


[...]without any padding/outline?
You just have to reproduce unit for unit the original 1.6 map, once it's done you can mix the original layout with the cs:source style.

I'd love to see a picture of the updated map layout as well
I haven't made the layout screenshot yet, I will soon.

Now, in order to answer you doublethink, T spawn and CT spawn are almost at the same place in the current version of my map as what you suggest me. I just realized that the T spawn screenshot I posted yesterday didn't show where it is located, that's why I took 2 more screenshots.

T spawn

http://img440.imageshack.us/img440/9021/cspitalyalpha0020.th.jpg (http://img440.imageshack.us/img440/9021/cspitalyalpha0020.jpg)

CT spawn

http://img22.imageshack.us/img22/240/ctspawn.th.jpg (http://img22.imageshack.us/img22/240/ctspawn.jpg)

One last thing sam, love ya too

downbad
05-01-2009, 10:27 AM
doublethink has some really good ideas. I think you should take what he said about apt. into consideration. I like how he suggest using existing doors as the ones for spawns and the new apt. addition. It makes the changes less dramatic.

rXp
05-01-2009, 10:33 AM
Don't you think the "house" of the middle of the map will not has much as in a cs map ? Maybe even won't be used at all ?

KaNaR
05-01-2009, 10:41 AM
About the bombsite near the hostages : I think that it should be IN the house, because if it was outside, it would be too easy for the CTs to defend it.

rXp
05-01-2009, 10:51 AM
But it's more easy to the terro to defend it too. And I think it will be a problem if it's planted in the house, because of the wall difuse !

KaNaR
05-01-2009, 12:43 PM
But it's more easy to the terro to defend it tooWhich sucks as well...

rXp
05-01-2009, 12:48 PM
This is the problem : If it's easy to defend you say it sux, I say if it's hard to defend it will be easy to attack and I think that suck too :p

doublethink
05-01-2009, 04:15 PM
T spawn

http://img440.imageshack.us/img440/9021/cspitalyalpha0020.th.jpg (http://img440.imageshack.us/img440/9021/cspitalyalpha0020.jpg)

CT spawn

http://img22.imageshack.us/img22/240/ctspawn.th.jpg (http://img22.imageshack.us/img22/240/ctspawn.jpg)




Yea that works, thats the same distances I had estimated in mine, just shifted to the left.

For balancing purposes I think those would work fine.

I still worry about the usability of window/apartments/bridge. We should play test it when its ready!

N0vA
05-01-2009, 05:34 PM
Ok, the spawn spots seem to work. But where would be the bomb spots? Where the former T- and CT-Base were?

rXp
05-01-2009, 05:36 PM
http://img100.imageshack.us/img100/2740/cspitalyoverview3.jpg
Not from me !

N0vA
05-01-2009, 05:42 PM
Wow! Pretty fast answer! Yeah it looks fine, very clear illustrated :D. I'm definitely going to train hard for the new csp_italy map. My home map :P.

rvT
05-01-2009, 06:04 PM
rXp copyrights ! ;D I "draw" this layout but probably final csp_italy will be looking way different ;p need to ask redstar ;D

rXp
05-01-2009, 06:06 PM
I didn't say it was me ^^ I just take the draw in the image on imageshak

N0vA
05-01-2009, 06:11 PM
rXp copyrights ! ;D I draw this layout but probably final csp_italy will be looking way different ;p need to ask redstar ;D

Thanks to rvT everybody! :D

And obviously to doublethink for the effort and idea :!:

KaNaR
05-02-2009, 05:35 AM
Why not putting the bombsite IN the house ? That would be more balanced ;)

rXp
05-02-2009, 05:37 AM
No, because of the wall defusing !

Redstar
05-02-2009, 06:02 AM
No, the bombsite in the house is a bad idea, every bombsite has to be located in an open area. Just imagine if this bombsite would be located in the house, the CT would just have to throw 2 hegrenades in the house to win. Anyway I'll try to upload an official layout today so you can see how the map looks like in its current state.

KaNaR
05-02-2009, 08:32 AM
Then change the house, because if you keep the current one, it will suck :(

rXp
05-02-2009, 08:39 AM
Why it will sucked ?

KaNaR
05-03-2009, 01:53 PM
Because once the bomb is planted, the Ts win, because it is too easy for them to hide inside and wait for the defuse sound ;)
A simple terrace would be much better and funnier :)

Redstar
07-05-2009, 07:10 PM
Development update July 6th 2009

Hey guys, it's been a while since the last csp_italy update! Last time I opened the map's file was on May 2nd :lol:
So I decided a couple days ago that I should get back to it and I spent a few hours adding visual details, the new CT spawn, a few missing elements on bombsite A, wine storage (not ready yet for screenshots) and some other stuff that I can't remember ^^ Next things I'll do is to make a 3d skybox and finish the wine storage!
Hope you enjoy!

Screenshots

http://img188.imageshack.us/img188/46/77079714.th.jpg (http://img188.imageshack.us/img188/46/77079714.jpg) http://img19.imageshack.us/img19/8420/28964154.th.jpg (http://img19.imageshack.us/img19/8420/28964154.jpg) http://img98.imageshack.us/img98/3978/17486843.th.jpg (http://img98.imageshack.us/img98/3978/17486843.jpg) http://img98.imageshack.us/img98/9741/16731124.th.jpg (http://img98.imageshack.us/img98/9741/16731124.jpg) http://img196.imageshack.us/img196/4232/95377835.th.jpg (http://img196.imageshack.us/img196/4232/95377835.jpg) http://img161.imageshack.us/img161/318/85422023.th.jpg (http://img161.imageshack.us/img161/318/85422023.jpg) http://img401.imageshack.us/img401/5821/39636753.th.jpg (http://img401.imageshack.us/img401/5821/39636753.jpg) http://img401.imageshack.us/img401/8/85917416.th.jpg (http://img401.imageshack.us/img401/8/85917416.jpg) http://img196.imageshack.us/img196/6436/82239515.th.jpg (http://img196.imageshack.us/img196/6436/82239515.jpg) http://img40.imageshack.us/img40/9693/81222674.th.jpg (http://img40.imageshack.us/img40/9693/81222674.jpg) http://img31.imageshack.us/img31/551/12423336.th.jpg (http://img31.imageshack.us/img31/551/12423336.jpg) http://img31.imageshack.us/img31/6250/15710695.th.jpg (http://img31.imageshack.us/img31/6250/15710695.jpg)

hypno
07-05-2009, 07:56 PM
Great mapping redstar!
Keep it up

smartin
07-05-2009, 09:04 PM
Development update July 6th 2009

Hey guys, it's been a while since the last csp_italy update! Last time I opened the map's file was on May 2nd :lol:
So I decided a couple days ago that I should get back to it and I spent a few hours adding visual details, the new CT spawn, a few missing elements on bombsite A, wine storage (not ready yet for screenshots) and some other stuff that I can't remember ^^ Next things I'll do is to make a 3d skybox and finish the wine storage!
Hope you enjoy!

Screenshots

http://img188.imageshack.us/img188/46/77079714.th.jpg (http://img188.imageshack.us/img188/46/77079714.jpg) http://img19.imageshack.us/img19/8420/28964154.th.jpg (http://img19.imageshack.us/img19/8420/28964154.jpg) http://img98.imageshack.us/img98/3978/17486843.th.jpg (http://img98.imageshack.us/img98/3978/17486843.jpg) http://img98.imageshack.us/img98/9741/16731124.th.jpg (http://img98.imageshack.us/img98/9741/16731124.jpg) http://img196.imageshack.us/img196/4232/95377835.th.jpg (http://img196.imageshack.us/img196/4232/95377835.jpg) http://img161.imageshack.us/img161/318/85422023.th.jpg (http://img161.imageshack.us/img161/318/85422023.jpg) http://img401.imageshack.us/img401/5821/39636753.th.jpg (http://img401.imageshack.us/img401/5821/39636753.jpg) http://img401.imageshack.us/img401/8/85917416.th.jpg (http://img401.imageshack.us/img401/8/85917416.jpg) http://img196.imageshack.us/img196/6436/82239515.th.jpg (http://img196.imageshack.us/img196/6436/82239515.jpg) http://img40.imageshack.us/img40/9693/81222674.th.jpg (http://img40.imageshack.us/img40/9693/81222674.jpg) http://img31.imageshack.us/img31/551/12423336.th.jpg (http://img31.imageshack.us/img31/551/12423336.jpg) http://img31.imageshack.us/img31/6250/15710695.th.jpg (http://img31.imageshack.us/img31/6250/15710695.jpg)
EPIC <3

rvT
07-06-2009, 04:04 AM
redstar 4 me the "dark places" are just too dark, I know that it's source like graphix but in cs 1.6 maps were just brighter than source ones....

Spritz
07-06-2009, 09:00 AM
Love it redstar :D! Let them hurry with 1.04, I want to play your maps!

2 quick things:
http://img40.imageshack.us/img40/9693/81222674.jpg

1. That barrel looks a bit weird.
2. You should make it possible to get on that balcony's, it was a bit of the gameplay :).

07-07-2009, 08:30 AM
Let them hurry with 1.04, I want to play your maps!

just wait until 9th September 2009 XD (is MY releasedate! and since im not from the team! its nothing official!)

puddin1
07-08-2009, 04:01 AM
Let them hurry with 1.04, I want to play your maps!

just wait until 9th September 2009 XD (is MY releasedate! and since im not from the team! its nothing official!)

OMG ITS COMING OUT SEPTEMBER 9TH EVERYONE SPREAD THE WORD!!!! I WANT NOOBS COMPLAINING 24/7 IF IT DOSENT COME OUT BEFORE THEN!!!

07-08-2009, 04:26 AM
hah my evil plan...

Redstar
07-08-2009, 09:13 AM
I WANT NOOBS COMPLAINING 24/7 IF IT DOSENT COME OUT BEFORE THEN!!!

:lol:

madmax
08-25-2009, 04:29 PM
i be weary sad and disepointed in you redstar if you dont have the chinckes haha :lol:

08-25-2009, 04:41 PM
And implement the invisible part at the a$$

madmax
08-26-2009, 11:36 AM
And implement the invisible part at the a$$
yea but seriously you gota have them chickes or it is NOT italy im dead seriosly :mrgreen:

GrOXoS
08-26-2009, 07:54 PM
the map looks great! ;) but... can you make the map on a sunny day? just like the original italy, cuz the source version is pretty dark ... =S and that make us feel blind XD


See ya

haden
08-27-2009, 05:41 AM
the map looks great! ;) but... can you make the map on a sunny day? just like the original italy, cuz the source version is pretty dark ... =S and that make us feel blind XD


u are right!

Redstar
08-27-2009, 08:39 AM
Hmm alright I'll try a brighter skybox with some lighting tweaks

08-27-2009, 08:51 AM
isnt there a command for "minimum light"? so there are no true darkspots?

Rabieskorv
09-04-2009, 09:30 PM
It lookiiing awesomeeeeeeeeeee! :D

haden
09-22-2009, 02:08 AM
anything new?

Redstar
09-22-2009, 12:47 PM
I currently don't have much time to work on the maps but I should post an update [at least for csp_office (indoors, bombsites, etc)] and also make some progress this weekend!

haden
09-23-2009, 01:32 AM
great !

madmax
10-30-2009, 08:58 AM
red where is the map preview of office and italy

Redstar
10-30-2009, 01:41 PM
Oh yeah, you want a video? I can make one soon for csp_office if you want to. But it'll have to wait a bit longer for csp_italy since the map isn't ready yet and I can't finish it for the moment since I'm working on another map!

inspiral09
10-30-2009, 01:53 PM
Oh yeah, you want a video? I can make one soon for csp_office if you want to. But it'll have to wait a bit longer for csp_italy since the map isn't ready yet and I can't finish it for the moment since I'm working on another map

Yes please.

TUROcKdev
10-30-2009, 03:50 PM
YES WE WANT q=)

Spritz
10-30-2009, 06:01 PM
Oh yeah, you want a video? I can make one soon for csp_office if you want to. But it'll have to wait a bit longer for csp_italy since the map isn't ready yet and I can't finish it for the moment since I'm working on another map!

I would love a vid :O!

madmax
10-30-2009, 06:13 PM
what map did you start on now then and why dident you finsh italy before start making another map? :D

10-30-2009, 06:41 PM
I have to say, redstar does not just make maps ;) aight?

downbad
10-31-2009, 05:42 PM
plus he probably gets bored working only on one map.

Lordearon
01-14-2011, 03:00 PM
With a phone, I would call her