PDA

View Full Version : CSP_assault



TUROcKdev
05-02-2009, 07:25 PM
here is a first screenshot or maybe a sign that i work now on csp_assault ;)

http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as12.jpg (http://www.servimg.com/image_preview.php?i=18&u=13774784)

cryeR
05-02-2009, 07:54 PM
neat , looking forward to it :D

rXp
05-03-2009, 04:26 AM
YEAY !!! My good old assault :D
You are making a de_assault ? right ? Can we have a plan of where are the bomb sites etc... ^^

j0lt
05-03-2009, 05:09 AM
I'd actually already already started working on a csp_assault, it's planned to be pretty much a completely original map though, only similarity to cs_assault is the warehouse which is the mid of my map. The original cs_assault is really too unbalanced to be competitive, and the layout would be difficult to modify to be a defusal map, hell, the layout is pretty bad even for a hostage map.

rvT
05-03-2009, 05:58 AM
I agree with j0lt, original assault is not good map for transferring it into de_ map ;p

Redstar
05-03-2009, 06:32 AM
jOlt's project makes more sense since the original layout of cs_assault is unusable as a competitve map or even a playable map.

TUROcKdev
05-03-2009, 08:25 AM
i know that the original layout is not playable for a de_map but i take ideas from other cs/de_assault maps to make it better ;)

TUROcKdev
05-03-2009, 10:37 AM
and here is my overview csp_assault but the right way that i drew in paint is not perfect but thats are only ideas and i hope the map with this overview is playable later =) i add the canalisation way later and please say is that good or not? ^^

http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as13.jpg (http://www.servimg.com/image_preview.php?i=19&u=13774784)

TUROcKdev
05-03-2009, 12:04 PM
can anybody give me a feedback ? ^^

rvT
05-03-2009, 02:18 PM
It's hard for me to tell something, cuz I don't like assault ;D But u can mix it with some cs_assault variations from 1.6 right now I don't remember their names :<

N0vA
05-03-2009, 02:22 PM
Spots seem to be placed well, also if the hall for a spot is anyway too big. I would cut the canalisation area on the right side away and make the A spot smaller (shorter in height), otherswise the map becomes too huge to.

TUROcKdev
05-03-2009, 02:33 PM
@rvT i took the idea with the canalisation from cs_assault_cz, this idea made it better to rush in the main hall.

@N0vA the main hall or big house is the brand name for assault, and that is the reason why one of the bombspot is in the house, a ct or t spawn only for a big house is maybe crap.

N0vA
05-03-2009, 03:13 PM
I mean something like this:
http://imgkk.com/i/iducVyRd.jpg

TUROcKdev
05-03-2009, 03:30 PM
hmm ok but this layout is no really different to my, later here all see what i mean with this layout for the map i hope so ;)

TUROcKdev
05-04-2009, 12:41 PM
OVERVIEW:
http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as14.jpg (http://www.servimg.com/image_preview.php?i=20&u=13774784)

a small overview update ;)

Spritz
05-05-2009, 05:37 AM
Your overview is just crap. Do you want the T's to first walk 2 miles before they are on the "playground"? And that top-connector with CT-spawn is ridiculous.

haGisson
05-05-2009, 05:53 AM
i think n0va's layout is much better than yours

TUROcKdev
05-05-2009, 10:09 AM
@Spritz the t´s can walk through the first entrance from canalisation so they are fast between the first and the second on the entrance near the bridge ;) and the other way is walk down the street ;9 but maybe i add a new way to t spawn to the near from the right way for a easy rush tactic .

@haGisson n0va´s layout is not really different to my because this layout i drew was a idea and later i add the real things on the map but that you can see when its done ;)

TUROcKdev
05-09-2009, 05:22 PM
here are some new screenshots: CSP_ASSAULT (canalisation) and yes it looks a bit like mill but why not :)
__________________
http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as18.jpg (http://www.servimg.com/image_preview.php?i=24&u=13774784)
__________________
http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as19.jpg (http://www.servimg.com/image_preview.php?i=25&u=13774784)
__________________
http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as20.jpg (http://www.servimg.com/image_preview.php?i=26&u=13774784)
__________________
http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as21.jpg (http://www.servimg.com/image_preview.php?i=27&u=13774784)
__________________
http://i87.servimg.com/u/f87/13/77/47/84/th/csp_as22.jpg (http://www.servimg.com/image_preview.php?i=28&u=13774784)
__________________

N0vA
05-09-2009, 06:19 PM
Ok, might be a nice idea with the canalisations, but make please the rest of the map also a bit more "fancy" in an effectiv way (more boxes and obstacles so you can take recover) ;-).

TUROcKdev
05-09-2009, 07:16 PM
ok i try my best, i take the most of ideas from cs_assault_cz :D example: canalisation, and maybe the fences and so on q=)

TUROcKdev
05-25-2009, 07:57 AM
new screenshot:
http://pic.leech.it/t/9a946/dc9f04b9cspassault.jpg (http://pic.leech.it/pic.php?id=dc9f04b9cspassault.jpg)

its not ready to 100%

N0vA
05-27-2009, 03:02 PM
So you are almost done?

Spritz
05-27-2009, 04:05 PM
brushwork of 1.6 = fail

TUROcKdev
05-28-2009, 11:33 AM
what do you mean with brushwork of 1.6 = fail ?
every unit is exactly 1.6 brushwork, or do you play my map ?

cashed
05-28-2009, 10:13 PM
what he probably means is those lights

Spritz
05-29-2009, 05:43 AM
Sorry I brought it that way :P.

But what I mean is, your brushwork idd is exactly as in 1.6. But it's the source engine! Now it's like burning Star Trek from 1966 on a blu-ray disc. It won't get any better. You should remake Star Trek with new special effects and burn that one on a Blu-ray disc. If you get my idea :mrgreen:.

rvT
05-29-2009, 06:14 AM
for me this new ss looks good, and Srpitz u know why source failed ? Because of source... ;]

KaNaR
05-29-2009, 08:10 AM
Sorry I brought it that way :P.

But what I mean is, your brushwork idd is exactly as in 1.6. But it's the source engine! Now it's like burning Star Trek from 1966 on a blu-ray disc. It won't get any better. You should remake Star Trek with new special effects and burn that one on a Blu-ray disc. If you get my idea :mrgreen:.<3 Star Trek (but the worst thing on DVD is not a visual aspect, but the sound imo ^^)

Anyway I totally agree with him, more details should be added ;) (brushwork + props)

TUROcKdev
05-29-2009, 08:24 AM
ok then i add some prop lights for more realistic ambience.

the canalisation ways are now to 95 % ready , later i add some lights and other realistic things ;)

rvT
05-29-2009, 08:28 AM
U can maybe add more crates or something in storage area :)

TUROcKdev
05-29-2009, 08:37 AM
its difficult enough for t´s to go on A (mainhall) spot so thats the reason why dont add more crates ;)
and thats the reason why i add the canalisation ways for more balanced gameplay =)

rvT
05-29-2009, 08:47 AM
so U can add alternate way into the storage for T accessible from bridge, like in assault_cz or another version (can't remember now)

TUROcKdev
05-29-2009, 09:05 AM
this way i add when its to difficult for t´s to go on spot ;) so maybe at the end of progress ;)

deCeption
05-29-2009, 06:02 PM
Actually, ALL the textures/brushwork he used is in cs_assault for CSS.

cashed
05-29-2009, 06:36 PM
CSS didnt fail because of source, it failed because valve drastically changed the gameplay.

smartin
05-30-2009, 03:44 AM
Yeah, a combination of totally changing how the game feels in your hands aswell as the overuse (read: OVER-use) of details and props with even more details themselves.

cashed
05-30-2009, 04:29 PM
id have to disagree with u on the over use. u can never over use.

alba
05-30-2009, 05:13 PM
the problem is having a vision for the map where most of the "areas" where gameplay is really important are being worked on and made sure to work properly. Like Cashed said, there is no such thing as too much details, it's just a matter of having taste and make sure the details helps your map shaping its look, not its gameplay.

TUROcKdev
09-09-2009, 07:20 PM
sure ^^ thats what im tryin to do ;) but on aztec 1.0 ( i have this game HL:CS (CS1.0) ) i cannot add props because i want that this get old school 1.0-1.6 style =).
and yes i have a vision for assault, css assault :D i do it like cashed that must work ^^ (but not on aztec ^^)

TUROcKdev
01-01-2010, 08:09 PM
Overviews:
http://img.xrmb2.net/images/793928.png

http://img.xrmb2.net/images/670918.png

http://img.xrmb2.net/images/409884.png


Map ingame screenshots (spec/player) (greenwall):
http://img.xrmb2.net/images/850308.jpeg

http://img.xrmb2.net/images/324054.jpeg

http://img.xrmb2.net/images/310712.jpeg

http://img.xrmb2.net/images/748439.jpeg

http://img.xrmb2.net/images/507096.jpeg

http://img.xrmb2.net/images/685999.jpeg

http://img.xrmb2.net/images/364536.jpeg

http://img.xrmb2.net/images/197244.jpeg

http://img.xrmb2.net/images/506963.jpeg

http://img.xrmb2.net/images/772765.jpeg

http://img.xrmb2.net/images/590556.jpeg


(bluewall)
http://img.xrmb2.net/images/294250.jpeg

http://img.xrmb2.net/images/282834.jpeg

http://img.xrmb2.net/images/546262.jpeg

Bombspot B:
http://img.xrmb2.net/images/108331.jpeg

http://img.xrmb2.net/images/687104.jpeg

http://img.xrmb2.net/images/513880.jpeg

CT Spawn/Base:
http://img.xrmb2.net/images/458846.jpeg

http://img.xrmb2.net/images/472821.jpeg

http://img.xrmb2.net/images/381130.jpeg

http://img.xrmb2.net/images/434294.jpeg

http://img.xrmb2.net/images/134646.jpeg

http://img.xrmb2.net/images/839982.jpeg

Middle/Outside:
http://img.xrmb2.net/images/296850.jpeg

http://img.xrmb2.net/images/612409.jpeg

better later than never

szidzse
01-01-2010, 09:08 PM
wow , wheres da hosties? :d i want hosties 8-)

haGisson
01-04-2010, 06:21 AM
the ct spawn reminds me of cs_office ^^

the map looks good so far. are there two bombsites?

TUROcKdev
01-04-2010, 12:57 PM
the ct spawn reminds me of cs_office ^^
right man ;) that was my inspiration ;)


the map looks good so far. are there two bombsites?
YES. there are 2 bombspots/sites... A the mainhall (the old big hall 1.6/css) and B the new smaller hall (csp) :) I have tried to make the architecture not to real cause its csp and not css ;) I mean the mainhall (A) is 1.6 so I tried a new smaller one (B) with the same architecture :)

now Im working on textures with bumpmap/normalmap and specular... lookslike 3d texture :) all made with ps cs4e, Image Picture Styles 5, PixPlant 2, 360g q:)

Spritz
01-04-2010, 01:26 PM
Great work so far!

But the areas you invented yourself look ugly and unprofessional with those random crates everywhere. Try to think of more suitable objects to use.

+ Fix the ladders.

TUROcKdev
01-04-2010, 02:24 PM
But the areas you invented yourself look ugly and unprofessional with those random crates everywhere. Try to think of more suitable objects to use.
yeah random crates, how cs1.6 I think ;) and Iam here to remake this 1.6 map so that its ugly hmm maybe but I have no idea to fill the map without some new crates ;)


+ Fix the ladders.
the ladders will been fixed if I have a run in mapping and have no ideas where I want to create new brushes ;)
at the moment I have a run in crete new textures q:)

pRopaaNS
01-04-2010, 02:45 PM
Good, nice! :)
But i have some questions...
http://imageshack.dk/imagesfree/YOX34317.png
Will those things get fixed/improved?

Anyway it also feels a bit weird what CT base have a different theme and textures..

TUROcKdev
01-04-2010, 03:12 PM
Will those things get fixed/improved?
yes, all, but the size from gate is the same as the other ones ;)
the angle point was not good choosen for this screenshot ;)

when csp1.04 will been official released I wanna release a csp_assault_alpha maybe beta dont know how far Im ;)
after that I release csp_aztec1_beta cause there is atm not much to do. what I must do there is to choose some good textures thats all ;)

pRopaaNS
01-04-2010, 03:41 PM
That`s not what i mean, it isn`t right what gate is behind a corner...

TUROcKdev
01-04-2010, 04:10 PM
oh sure youre right xD

hmm then I make the gate smaller that it is more realistic ;)

thx for this important feedback =) :mrgreen: :mrgreen: :mrgreen: 8-)

wHEElEr
01-08-2010, 12:10 AM
you should definitely rework some of the walls on the buildings, the parts that stick out of it look way too odd.. maybe you should make them apts or something?

TUROcKdev
01-08-2010, 09:48 AM
you should definitely rework some of the walls on the buildings, the parts that stick out of it look way too odd.. maybe you should make them apts or something?

sure ;) but all step by step. atm I work on the gameplay and the new added textures ;) after that the less important things come to life :mrgreen: :)

moloch
01-22-2010, 01:59 PM
No hostages :(

TUROcKdev
01-23-2010, 06:58 AM
No hostages :(

right cause csp doesnt support hostages ;) 8-)

fingerling123
01-27-2010, 12:07 AM
Unfortunately there's not going to be a hostage rescue mode in CSP, would love to see VIP though!

TUROcKdev
01-27-2010, 04:49 AM
I´m a level designer and no wizard so I cant do anythin what have to do with hosis or VIPs ;)

Jobashi
06-12-2010, 01:01 PM
nice TUR0!! this is definently heading foor something good!

next step is making your own maps =d

rcgnz
06-13-2010, 06:34 AM
Ditched this project? Or gna bring it up from the dust?
Would definitely like to see something assault themed (Y)

TUROcKdev
06-17-2010, 05:09 PM
hmm, I think the next step is to port and fix every texture that I have for this map ;) after that I add some details and then I bring it up ;)

smilesger
06-20-2010, 09:05 AM
yea ;D sounds really good :)

smilesger
07-15-2010, 12:53 PM
i want some news :)

fingerling123
01-13-2011, 11:06 PM
Me 2 :) Based on the pictures map looks like it's gonna be fun. I once remade cs_assault completely till the last brush. Exactly like it was in 1.6 but never released it and it's gone too :-(

Ipath
01-14-2011, 03:33 AM
very very nice man

TUROcKdev
01-14-2011, 08:51 AM
I work on assault after the release of csp_tuscan2 beta1. ;)

here the radar overview :P all have to w8 till release of 1.05 :)
http://img.xrmb2.net/images/833491.png

[EA]
01-14-2011, 12:58 PM
Damnnnn, such a huge map.

fingerling123
01-14-2011, 01:13 PM
Yeah it looks very huge. Hope I'm not gonna get lost in it...

TUROcKdev
01-14-2011, 02:22 PM
my inspiration based on de_sunny. ;) combined with tuscan style ;) (csp_tuscan2) . :)

downbad
01-14-2011, 04:11 PM
yea, i its pretty close to de_sunny.

TUROcKdev
01-18-2011, 06:38 PM
csp_assault got a new theme. modern style. but now I focus my work back to tuscan2 ;)

k1no
01-18-2011, 07:44 PM
Won't people get flanked like crazy though?

TUROcKdev
12-11-2011, 07:48 AM
http://img.xrmb2.net/889127.jpg (http://img.xrmb2.net/889127)
http://img.xrmb2.net/images/889127.jpeg <-- ULTRA-HD link !

this is my new CSP_assault style ;) modern clean and fresh I hope :D

sIMson
12-11-2011, 08:26 AM
So where is the map? :D

Pitty^_^
12-11-2011, 10:31 AM
I thinks its an okey start, but you should try to add more details to the map. Use models instead of brushes for the containers, boxes, window frames etc. ;)

TUROcKdev
12-11-2011, 12:26 PM
and you do this models for me do you? :D

--- Update ---

here are some new screenshots ;) . *beta status*

http://img.xrmb2.net/461897.jpg (http://img.xrmb2.net/461897)

[ULTRA-HD link] (http://img.xrmb2.net/images/461897.jpeg)

http://img.xrmb2.net/586546.jpg (http://img.xrmb2.net/586546)

[ULTRA-HD link] (http://img.xrmb2.net/images/586546.jpeg)

http://img.xrmb2.net/925464.jpg (http://img.xrmb2.net/925464)

[ULTRA-HD link] (http://img.xrmb2.net/images/925464.jpeg)

n69ky
12-11-2011, 12:51 PM
whats up with those colors? oO

pablo disagrees (well its rather me than pablo :P)

TUROcKdev
12-11-2011, 01:03 PM
you see later what is up with those colors :D

downbad
12-11-2011, 01:21 PM
I think it looks really good. Looking forward to see how you balance it for 5v5.

[EA]
12-11-2011, 02:35 PM
http://img.xrmb2.net/889127.jpg (http://img.xrmb2.net/889127)
http://img.xrmb2.net/images/889127.jpeg <-- ULTRA-HD link !

this is my new CSP_assault style ;) modern clean and fresh I hope :D

Looking forward to breaking those glasses. :-D

fingerling123
12-11-2011, 07:41 PM
Me2. But I don't really like the color choices in the map. Maybe change the orange to a more brownish color? Make it look a bit more realistic but don't make it look dull. Good textures are really important. Maybe tone down the overall brightness just a little bit.

PutridBeing
12-11-2011, 10:04 PM
I like the colors. Gives it a Mirror's Edge look and therefore it looks kind of sleek (so far anyway).

TUROcKdev
12-11-2011, 10:27 PM
I like the colors. Gives it a Mirror's Edge look and therefore it looks kind of sleek (so far anyway).
you know how it should looks like :D

n69ky
12-12-2011, 01:48 AM
I like the colors. Gives it a Mirror's Edge look and therefore it looks kind of sleek (so far anyway).

the map is to dark for beeing a mirrors edge map :D

sIMson
12-12-2011, 05:42 AM
One thing: what the hell is with those specular maps? Why are all your maps super shiny? Believe me: this does not look good.

Max-vol34
12-12-2011, 10:33 AM
You do not like the specular maps? On the contrary, it's great.

n69ky
12-12-2011, 11:04 AM
sometimes less is more. ^.^

smartin
12-12-2011, 04:53 PM
Don't forget HDR

n3krO
12-12-2011, 05:04 PM
One thing: what the hell is with those specular maps? Why are all your maps super shiny? Believe me: this does not look good.

inferno lovers disagree with u... we have been asking for brighter textures for the maps and a brighter sky....
Again, here it goes sIMson saying that what the community does is bad!


Don't forget HDR

Why CSP official maps are not HDR maps? Unless it's becuz redstar is waiting for a final version to compile it with HDR (maybe it takes more time), i see no other reason for not including HDR maps ._.
__________________________________________________ ________________________

I liked the idea of mirror's edge style maps, i'm faith's fan :D
Despite what others said about the not using so much brushes but more models, i might disagree, i think brushes are better since it gives the mapper more liberty to do what he wants to.. we all know why csp_train has some problems like that trash cube in T spawn or the train weels ;) Also, if brush wallbanging code is bugged i can't even imagine how will it work with models, waiting for those RedStar's boxes in d2 to see if it works as (or better then) brushes...

Looking foward to see how the map turns out :D

blackaddR
12-13-2011, 12:09 AM
inferno lovers disagree with u... we have been asking for brighter textures for the maps and a brighter sky....
Again, here it goes sIMson saying that what the community does is bad!

What are you talking about? A specular map adds reflection, it does not make colours vibrant.




Why CSP official maps are not HDR maps? Unless it's becuz redstar is waiting for a final version to compile it with HDR (maybe it takes more time), i see no other reason for not including HDR maps ._.

The HDR in CSS was calibrated badly for maps such as dust. Redstar is tweaking values to get the HDR looking nice when the maps are updated.

TUROcKdev
12-29-2011, 09:22 PM
http://img.xrmb2.net/images/577006.jpeg

Whats next?

add better lightning, lamp models
add blocklight brushes for shadows at the entrance
add more detailed brushes, textures
add cover possibilities like blocks, barrels, crates and others...
replace this yellow ladder

more coming soon... :D

and yes, my inspiration is still MIRROR'S EDGE... :)

n69ky
12-30-2011, 01:29 AM
but that ladder comes straight from cs1.6? :D:D

Adam West
12-30-2011, 04:13 AM
Picture above: Looks like there is some snow or salt on the ground...

Honestly, I don't like the glaze. Everything seems to be wet.. same shit on d2 catas.
The "mirrors-edge-style" is cool for aimmaps, but not for maps like assault. I prefer those colors:
Link (http://forum.digitalpowered.net/index.php?showtopic=10534)
I also like the work of max-vol34 (http://cspromod.com/community/threads/4611-csp_assault_classic-by-Max-Vol34).

sIMson
12-30-2011, 05:04 AM
http://img.xrmb2.net/images/577006.jpeg

Whats next?

add better lightning, lamp models
add blocklight brushes for shadows at the entrance
add more detailed brushes, textures
add cover possibilities like blocks, barrels, crates and others...
replace this yellow ladder

more coming soon... :D

and yes, my inspiration is still MIRROR'S EDGE... :)

http://kulturoboros.files.wordpress.com/2011/11/mother-god-meme.jpg

Please... give it ANY name but NOT CSP_assault... It ain't a proper style for an "official" map remake.

n69ky
12-30-2011, 05:36 AM
keep csp_ its a community map, why shouldnt u...


Please... give it ANY name but NOT CSP_assault... It ain't a proper style for an "official" map remake.

thats the point, it is NOT an official remake. as far as the CSP team doesn't make an own csp_assault (which will be shipped with the game: official) there is no problem in having csp_assault as name. however, as soon as the team makes csp_assault themself TOROKdev is kinda forced to change the name. but since we don't have any statement, if the team will remake a csp_assault I don't see the point in changeing the name.

ofc - he could - consider a future official map and change the name befor releasing. but it's really his choice.

TUROcKdev
12-30-2011, 11:45 AM
what I already said was that I changed a lot on assault to make it a balanced 5on5 demolition map. ;) so thats why I add a underground tunnel (canalisation) as idea like in cpl_mill. ;) first I designed the canas exactly like in mill but for a future assault map it looks boring so I changed it. :)
and if one of those "everything is so sunny and glaze and all like this" have ever played mirrors edge with the highest settings you would know that its in mirrors edge the same. ;) thats one of the part that gives the game a unique look that I want in my map, too. =)

cryeR
01-02-2012, 05:17 PM
more details please :D looks like a map without a theme