View Full Version : CSP_edge (cs_assault theme)
j0lt Presents: The Diary of an Amateur Mapper
Current Progress
30/8/09 - Released as de_edge for CS:S map competition - Download (http://j0lt.cspromod.com/csp_edge/de_edge.zip)
Notes for release: This is still not a final release. It is basically complete, but still lacking in the detail to make it a professionally finished map, it should play as intended though, so enjoy it!
Overview:
http://imgkk.com/t/TxlZmm.png (http://imgkk.com/images/TxlZmm.png)
Screenshots:
http://imgkk.com/t/0jtSBa.jpg (http://imgkk.com/images/0jtSBa.jpg)http://imgkk.com/t/as8yvG.jpg (http://imgkk.com/images/as8yvG.jpg)http://imgkk.com/t/3uCrsy.jpg (http://imgkk.com/images/3uCrsy.jpg)http://imgkk.com/t/SqOyFP.jpg (http://imgkk.com/images/SqOyFP.jpg)http://imgkk.com/t/dNIDVJ.jpg (http://imgkk.com/images/dNIDVJ.jpg)http://imgkk.com/t/tX7pfj.jpg (http://imgkk.com/images/tX7pfj.jpg)http://imgkk.com/t/tPdMue.jpg (http://imgkk.com/images/tPdMue.jpg)http://imgkk.com/t/GNndWs.jpg (http://imgkk.com/images/GNndWs.jpg)http://imgkk.com/t/nRjcBE.jpg (http://imgkk.com/images/nRjcBE.jpg)
Previous entries
3/5/09 - initial post, concept and basic layout
4/5/09 - Layout updates
5/5/09 - More layout updates
13/5/09 - Map compiled and ran with basic layout
15/5/09 - Layout updated, progress report
23/5/09 - Layout updated (finished?), video
18/6/09 - Began detailing/visual aspect of map, layout alterations
4/7/09 - First beta build! Many changes visually and some layout tweaks
13/8/09 - Lots more visual changes, some layout tweaks (no more orange dev textures! :D)
30/8/09 - Map layout finished. All basic brushwork completed. Dev textures obliterated. Many other improvements.
After making those maps to measure stuff in 1.6 and CS:P I've had a bit of an urge to make a proper map, so I decided to make one inspired by cs_assault. Despite its crappiness I've always had a soft spot for assault, so hopefully I can give it a good transition to a competitive defusal map :)
I'm learning as I make it, so I'm still very much a beginner mapper, but I hope it will turn out nicely, and maybe with a few pointers it will be a decent war map :D
Here is my initial sketch of the basic layout, I plan to add more paths while mapping. It is of course, subject to change, and suggestions and criticisms are welcome!
http://imgkk.com/i/fj8cvbd1.png
Final sketch of layout:
http://i43.tinypic.com/zl2rfm.jpg (http://imgkk.com/i/Z7nHXu3H.jpg)
I decided to copy the warehouse from the 1.6 version of cs_assault for the mid building. The rest will be of original design. This has now changed, the mid building still bears similarities to 1.6 assault building, but it has been altered somewhat significantly.
Here is my progress so far!
http://imgkk.com/i/x6ktr6v.png
This is the warehouse/mid, it is identical to the 1.6 warehouse except it is mirrored to suit my layout better.
http://imgkk.com/i/xvumzky5.png
Overview of the other buildings so far.
I won't be working very quickly, just a bit here and there, so this is very much a long term project for me.
Again, all suggestions and criticism welcome!
Spritz
05-03-2009, 09:03 AM
Nice idea :). I hope it will turn out just as nice as redstar's.
I personally think your "upper-route", from T-spawn to CT-spawn (bs), is a bit boring. You should add a passage somwhere add mid. Or/and maybe make it "spottable" from a "ct-roof".
Look nice, but seems a little "sniperish" isn't it ?
Nice idea :). I hope it will turn out just as nice as redstar's.
I personally think your "upper-route", from T-spawn to CT-spawn (bs), is a bit boring. You should add a passage somwhere add mid. Or/and maybe make it "spottable" from a "ct-roof".
Yeah, I'm definitely going to add something else in there, it is quite boring at the moment ;)
Look nice, but seems a little "sniperish" isn't it ?
Can't say I see where you're coming from.
cashed
05-03-2009, 11:44 AM
gw jolt keep it up!
gw jolt keep it up!
Thanks, very encouraging coming from yourself ;)
Anyway, I tested the scale of what I've done so far in 1.6, and all the times to get to bomb sites and stuff were quite similar to dust2, might be a little longer when the map is complete. But I was satisfied with this, and printed off the layout I have done, and am currently working on planning the rest of the map more accurately.
Here is my progress so far (click for full size):
http://i42.tinypic.com/2uska3n.jpg (http://imgkk.com/i/nI6gyxD4.jpg)
I'm still unsure what to with the top connector from T Spawn to A Site, any suggestions? All I can think of is a dust2-esque-t-spawn-to-b-site connector, maybe themed as an abandoned section of the compound.
Also as a note to myself, Site A will be slightly underground and T Spawn will be set on higher ground. You should be able to work out the inclination of the stairs.
I'm quite happy with progress so far, I'm just a little worried the main roads will be a little boring.
TUROcKdev
05-04-2009, 10:05 AM
ok its not bad ^^ but the way between a spot and t spawn is maybe to short ;)
Spritz
05-04-2009, 11:05 AM
Just some ideas for the theme:
The top-connector could be a canal, with a side-walk to walk on.
And maybe the T-base a harbour/loading dock? Where the T's arrived to bomb the facility 8-).
smartin
05-04-2009, 11:14 AM
turn mid into a d2-ish mid with doubledoors n shit that block your view a little,
then make the top connector kinda like d2-long - not very blocked view.
doublethink
05-04-2009, 12:11 PM
I'm still unsure what to with the top connector from T Spawn to A Site, any suggestions? All I can think of is a dust2-esque-t-spawn-to-b-site connector, maybe themed as an abandoned section of the compound.
My suggestion jolt, since the assault style warehouse is the center piece of your map, is to force the T's to get into the middle building and then give them an option to get to A from there. In other words don't directly link a site with T spawn, route them through the middle building.
But if you had your heart set on making a unique path from T Spawn to A, then might I suggest something that slows the T's down? Or something that encourages teamwork.
For example, if you just made a road back there, it would be very easy for the T's to rush A. But if there were a window they had to boost up to, that would increase strategy possibilities.
I'll draw an idea out I had on your map. See if any of this strikes your fancy:
Idea #1
(Click For Full Size)
http://barnabyj.com/doublethink/csp_storage_idea1_tiny.jpg (http://barnabyj.com/doublethink/csp_storage_idea1.jpg)
This is a famous footbridge in New York City from the 1920's
http://barnabyj.com/doublethink/csp_storage_footbridge.jpg
For the window, you have a lot of options. You could make it a regular "hole in the wall" type window, like inferno.
Or if you want to get fancy with it, there are usually 2 types of windows on places like this:
1) Ones that spin on a center axis
http://barnabyj.com/doublethink/csp_storage_window.jpg
2) Ones that open from the bottom, outward. (this is a small residential one, but a warehouse one would be big enough for a crouched cs model to fit through. I just couldn't find a good picture.)
Also, for authenticities sake, if the facility is old, this window would be proped by an old piece of wood, not fancy shocks or hinges.
http://barnabyj.com/doublethink/csp_storage_window2.jpg
Other thoughts:
The contrast of architecture here would be awesome if both A site, and the Truck loading dock were brick. As if to imply the "main" building was an add on in the 70's/80's, done it regular cement. An expansion of sorts. This fits with the now dormant footbridge linking the two older buildings, and the train dock being linked up with the newer building.
Also, not sure if you want to go totally crazy, but to give your map a bit of a back story the "booth" could be a US Customs importation inspection station, which could really be the target of a terrorist attack. Its very common for places that have large ocean crossing shipping containers, like the ones all over the place in "assault" to have customs inspectors:
http://www.thewashingtonnote.com/customs%20and%20border%20protection.jpg
More thoughts:
Have you considered a time of day for your map? Most CS maps are daytime, but the source engine is capable of different effects.
What about Sunrise/Dawn/Early morning? Like this style of lighting:
http://1.bp.blogspot.com/_x3FGEMKC_ZM/SXphz4KBA1I/AAAAAAAACsc/3ZRELEBsF9Y/s400/Hamitlon+warehouse+at+sunrise.jpg
And pick the direction of South on your original image. Reason being, it will give a really nice contrast from the brightly florescent lit Mid/Truck Dock/A Site.
But intentionally leave the footbridge lit from only the sun, with its very old windows:
http://pictopia.com/perl/get_image?provider_id=207&size=550x550_mb&ptp_photo_id=144703
Use a similar effect to what cashed did for train inner, but with more warm, directional light.
The glare would also keep the CT's from seeing in these windows, and "cheating" to cover A site. In other words they will have to keep someone in A to watch "inner".
EDIT: I just saw you already have a footbridge! :oops:
But I still think a boost to an "inner" jumping over tractor trailers, and a metal catwalk would give the map amazing contrast.
Plus you could still make them different styles again keeping strong contrast. Like the current one is a fully enclosed purely functional one, where as the older one is neglected run down.
Also, so the truck port makes a bit more sense, a forklift sized metal door, like this:
http://barnabyj.com/doublethink/csp_storage_mid_door.jpg
Somewhere along the wall I marked Purple in the main image, BUT have it only open enough fro a player to crouch under it.
A wall switch, with sparks coming out signifying it being "out of order" would be a classic HL/CS way to do it.
So CT's rushing mid to Truck dock, are slowed down. Plus T's trying to slow push MID from Truck dock will have a tough angle to approach, but it does allow them access for an emergency change of plans.
This also gives the CT's a chance to rotate back to A in another way then A's main garage door.
Almost like Train has ladder for rotation back to inner, for CT's.
downbad
05-04-2009, 04:22 PM
at first i had my doubts about this map, but now with a few of double's suggestions i think it has a lot of potential. Stick with it j0lt, you're on to something :)
doublethink
05-04-2009, 04:32 PM
Concept #2 ( =D I have a lot of free time today )
If you don't like the truck port old footbridge approach heres another idea.
cs_assault had a lot of places you could get up high on. This up and down range was much more so then any other CS map.
If you'd like to do a throwback to that part of the map, specifically rooftops and vents, maybe you'll like this one idea.
Another common piece of architecture for storage facilities and factories is for the road to go through the building.
http://barnabyj.com/doublethink/csp_storage_tunnel.jpg
So I imagine A bombsite and my old truck port from the previous idea are a U shaped building, with a LOWER ceiling then MID. A lot lower. The players cannot get inside this building, its rooftops are where the action is.
http://barnabyj.com/doublethink/csp_storage_idea2_tiny.jpg (http://barnabyj.com/doublethink/csp_storage_idea2.jpg)
quite interesting ideas dublethink, but do not make very large heights difference like it's in cs_assault. This is thing I don't like in assault ;p
OH MY GOD having a bridge like that from one building to the other, made of glass so you can see people going through and spam them would be SOO AWESOME. I don't know why, but I have some kind of fetish for those kind of bridges. Would be better to make a lower one tough, something like in the second floor. (There's a big supermarket in my neighborhood that has one of those being built atm).
Wow doublethink, some really great ideas there! Thanks for putting so much time into those, they are really going to help me a lot :)
I really like both of them actually, the rooftops one sounds good to me because it might add a bit of depth to the map, and be something different, but I also like the sound of making the direct path from T Spawn to A Site requiring a boost or something. I'll have a good look and play with it later today!
Also you nailed it with the booth, that was the plan :)
The them of the map is a large storage compound, with the T Spawn being the civilian/work car park, mid is the main facility, A Site is secondary storage, B Site is processing, and the road leading off north will go to the entrance/exit of the facility for the trucks/etc. The building just below T Spawn is like the office/management building.
doublethink
05-04-2009, 06:49 PM
I really like both of them actually, the rooftops one sounds good to me because it might add a bit of depth to the map, and be something different, but I also like the sound of making the direct path from T Spawn to A Site requiring a boost or something. I'll have a good look and play with it later today!
Keep in mind both methods are challenging for different reasons.
Rooftops at face value would be a much easier solution from a mapping perspective until you consider the background and skybox. From the rooftop players will have quite a view of open area since its on the edge of the map, so you'll have to devise something to elevate this, or else it might look poor. However all it needs is some proper planning, but I would suggest not allowing a boost on the rail overlooking the street, the CT's are going to have it tough enough on this map, its a lot of ground to cover.
The reason why I like the inner idea is you can have a lot of fun with the rundown footbridge in terms of texturing, and whats in it for cover. Like I envision it being cobwebbed, dusty, and having old forgotten things laying around, that could make for very interesting firefights. I don't mean movable objects, but just an opportunity to get creative with objects not normally used for cover in a CS map, like boxes or filing cabinets. For example, an old grandfather clock, that has a faint ticking sound to it still, a really old 19th century safe, that doesn't move, but the door does, as a physics prop. So that way it won't interrupt gameplay, but it could move a bit when hit with a stray bullet. A very rusty, clearly out of service forklift, missing wheels, on its side. Stacks of old newspapers/magazines. Figure out how to do that "floating dust" in the air, from cs:s dust2, but make it a very soft grey, with the sunbeams hitting it. Musty kind of feel, water damage marks on the textures under the windows.
And the additional route for CT's to rotate is huge too, maximizing the use of your new section.
Plus the trucks themselves don't need to be modeled, since the front of the cab will not be in the players view, just the back half.
Plus the idea of the really bad angle shots through the broken door from truck port to mid is another classic "assault" element. And the broken switch xD
As a T camping on the original map at big door, the angles were always steep.
Whichever you choose, make sure you custom texture a few of the shipping containers to say "Jolt Industries".
I just relooked at your first idea and I think it just clicked in my mind how it will look, and I think it's better than the rooftops. Perhaps I could include a connector to that metal catwalk from inside of mid, but start the connector in mid from the west side of the Mid building so to use it the T's must backtrack slightly.
I really like the idea of the old abandoned theme, sounds like it would look amazing when I figure out how to do that stuff! :lol:
Whichever you choose, make sure you custom texture a few of the shipping containers to say "Jolt Industries".
Or Damage Inc.
doublethink
05-04-2009, 07:08 PM
I just relooked at your first idea and I think it just clicked in my mind how it will look, and I think it's better than the rooftops. Perhaps I could include a connector to that metal catwalk from inside of mid, but start the connector in mid from the west side of the Mid building so to use it the T's must backtrack slightly.
Theres a lot of potential with that one, although I feel it is the more challenging of the two.
The skill based jumpers can get across the trailers with strife jumping, instead of using catwalk.
It just seems like it would have such depth and replay-ability.
The thing is a connector from upper mid destroys the purpose of using the window. The punishment for not giving that extra effort should be a very dangerous run though mid to crouch under the broken door, totally exposed.
doublethink
05-04-2009, 07:09 PM
Plus you don't want to neglect your B site.
You want the T's to have intensive to use it as well.
Ah of course, I can see where you coming from, very well thought out! You've probably already given the layout more thought than I have haha
I definitely think this option is worth doing, it sounds very unique, will give my map something extra, and will be fun to make :D
I really think this map is going to work out now, I kinda had my doubts about the layout but your suggestions just fit really nicely. Just gotta hope I have the time and skills to finish it :roll:
doublethink
05-04-2009, 07:29 PM
I really think this map is going to work out now, I kinda had my doubts about the layout but your suggestions just fit really nicely. Just gotta hope I have the time and skills to finish it :roll:
Do a skeleton layout, with just boxy elements, like the trailers, just white boxes, floating, the catwalk, just make it like the one in mid, solid ground, and just make a window regular hole in wall type window. Don't get overwhelmed trying to do too much, custom meshes and whatnot.
Get the framework down and see if you even like it in-game, bc the one area of both layouts I gave no attention was A.
You need to see how both layouts "feel" in terms of approaching or defending A.
I really think this map is going to work out now, I kinda had my doubts about the layout but your suggestions just fit really nicely. Just gotta hope I have the time and skills to finish it :roll:
Do a skeleton layout, with just boxy elements, like the trailers, just white boxes, floating, the catwalk, just make it like the one in mid, solid ground, and just make a window regular hole in wall type window. Don't get overwhelmed trying to do too much, custom meshes and whatnot.
Get the framework down and see if you even like it in-game, bc the one area of both layouts I gave no attention was A.
You need to see how both layouts "feel" in terms of approaching or defending A.
Of course, that is the plan, just working away at the main elements.
I was lucky enough to fluke the scale pretty good first try, the distances seems nice in 1.6 and the Mid warehouse didn't seem as huge as I remember it feeling in cs_assault.
I feel like that is the hardest part anyway, there's like a pressure because it feels like if I screw it up I kinda have to start again from scratch, but it would be hard to screw up now, seeing as we have accurate drawings to map with.
doublethink
05-05-2009, 06:10 AM
http://i.pbase.com/v3/62/571162/1/45319947.TECPernik152.jpg
http://i.pbase.com/v3/62/571162/1/45319949.TECPernik173.jpg
http://www.arcforce.com/assets/images/autogen/a_Catwalk_College.jpg
http://farm4.static.flickr.com/3266/3189433480_b39c6b814d.jpg
Possibly a final layout? :D
http://i43.tinypic.com/zl2rfm.jpg (http://imgkk.com/i/Z7nHXu3H.jpg)
Thanks to doublethink for the north connector!
Note to self: Bring the west cliff face further in towards center of map.
Spritz
05-05-2009, 08:43 AM
I love your drawing :D.
Do you study for architect or something?
I love your drawing :D.
Do you study for architect or something?
It's just a bunch of straight lines on a grid but thanks! :P
smartin
05-05-2009, 08:51 AM
Yeah I've actually been thinking about that too. Your sketches look really professional.
Well, I like to think of myself as a decent 2d artist/designer ;)
I feel like for mapping, it will definitely pay off to have a neat and accurate diagram of what I need to do so I don't need to think as much about sizes while mapping, and I can just concentrate on laying down the brushes! :D
I also think that fact that I was working with a printed grid with part of the map already computer generated may make the layout look a bit more fancy.
j0lt in your storage/industrial area You can add something like this type of crates of course with other boxes.
http://img525.imageshack.us/img525/7303/denukecz0000.th.jpg (http://img525.imageshack.us/my.php?image=denukecz0000.jpg)http://img525.imageshack.us/img525/9814/denukecz0001.th.jpg (http://img525.imageshack.us/my.php?image=denukecz0001.jpg)
doublethink
05-05-2009, 03:07 PM
In the area on the cliff above B site, if they blasted the rock away to make the cutout, they would need to use protective fence to make sure pieces of rock never fall: (for insurance reasons)
http://www.wsdot.wa.gov/NR/rdonlyres/B2CAB127-26B8-4950-8A77-B3C143413044/0/July_RockFence_510op.jpg
Once the loose rocks have been removed, crews will then further stabilize the slopes using bolts and protective fencing.
Source:
http://www.wsdot.wa.gov/Projects/I90/MidwayCurvesSlopeStabilization/photos.htm
element13
05-05-2009, 07:46 PM
Looks pretty cool, you should do some beta testing once it's near completion.
Ouaw, I'm really looking for a beta test video of the map =D
Ouaw, I'm really looking for a beta test video of the map =D
Hate to break it to you but testing is a long way away yet :lol:
I know =D But I have the right to look for that :p
I've almost finished building the basic layout in Hammer, all I really have left is the sewer from CT Spawn to B, some interest to the bombsites (crates etc.) and the boundaries of the map. So it will soon be ready to test :D
I've almost finished building the basic layout in Hammer, all I really have left is the sewer from CT Spawn to B, some interest to the bombsites (crates etc.) and the boundaries of the map. So it will soon be ready to test :D
And you said : "Hate to break it to you but testing is a long way away yet :lol:"
Well you work faster than you though ;) You're doing a great job ! :)
Haha yes, well, a testing worth taking a video of :P
This will just basically be making sure Ts and CTs can get to places in good times and that the layout is as balanced as I think it will be.
doublethink
05-11-2009, 08:14 AM
Haha yes, well, a testing worth taking a video of :P
This will just basically be making sure Ts and CTs can get to places in good times and that the layout is as balanced as I think it will be.
DO NOT DOUBT ME RAWR!!!!!
xD
I finished the very basic layout and compiled, doublethink and I ran around the map for about an hour working things out, and it's looking like it's got the potential to work.
Next compile will hopefully be a relatively playable map (albeit still looking like a dev map :) )
downbad
05-14-2009, 11:38 AM
thanks for the update j0lt, and you stay motivated.
Here are some screenshots for you guys, the layout is gradually taking shape :D
Shots of main areas
http://imgkk.com/i/jCxHxSIs.png
Overview
http://imgkk.com/i/i6Cq-Zkk.png
The map is still pretty empty, but I'm just working towards getting the actual layout right first.
Let me know what you think!
KaNaR
05-15-2009, 05:28 AM
Awful :p
I just can't say anything else until you add some textures, except that the overview looks fine :)
But there are too few ways to go to each bombsite and they look very close :(
Awful :p
I just can't say anything else until you add some textures
Well then why say anything at all? The point of my post was to show the progress of the layout, it's nowhere near a finished map and texturing will be done at a later stage.
But there are too few ways to go to each bombsite and they look very close :(
The times to get to and from each bombsite from each other and from T and CT Spawn are actually very similar to dust2, and A Site has 3 entrances, and B Site has 4 entrances.
PraDaG
05-15-2009, 10:46 AM
looking good :D Can't wait to see it with textures!
smartin
05-15-2009, 04:00 PM
love it, j0lt! <3
downbad
05-15-2009, 04:31 PM
i think it looks sweet. i like all of the elevation changes; thats a big part of assault.
haGisson
05-19-2009, 04:48 AM
nice overview :)
and i like your blueish hud ^^
SushiGG
05-20-2009, 10:08 PM
This map is looking sweet Jolt! Can't wait to see it hehe.
Oh, I've just seen now the screenshots. Layout look pretty cool, very versatile and seems to be also very balanced. I like the map, hope it is going to rock in competitions ;-).
Just to let you guys know, the layout is still coming along, the bombsites now have some detail to them, there are a few more connectors and some plans for more.
A lot of thought is going into the layout of this map, doublethink is proving quite a valuable assistant. All of the angles and such have been purposely designed, so hopefully it's all working out.
I'll post some screenshots tomorrow :)
smartin
05-21-2009, 09:05 AM
most exciting thread ever! +1111
PutridBeing
05-22-2009, 12:28 PM
Random thought! If you could make the bottom of the Trucks in "Truck room" to be high so that you can move around under it (like in Train) that would be pretty cool.
Here's a quick video of the layout, it's pretty much finished.
http://www.youtube.com/watch?v=739hFtqYYtM
Overview:
http://imgkk.com/i/nNWOTEkM.png
Next up, texturing :shock:
Spritz
05-23-2009, 06:58 AM
N1 progress, but I seriously think you have some too large open spaces.
paradox
05-23-2009, 08:16 AM
looks enormous, and too many niggley hiding spaces :[ but it'll definately be interesting to see how it plays as it looks like it's just as much a nightmare for CTs as it is Ts so at least it'll be balanced. (meant as constructive criticism)
Just so you guys know, the entire map is not in play, it just appears that way due to the fact it is an outdoor map, and I've made some effort to make it look nice.
http://imgkk.com/i/nNWOTEkM.png
PutridBeing
05-23-2009, 11:49 AM
Two suggestions!
#1 The ladder that requires a boost I believe should have the rest of the ladder laying on the ground, giving the impression that it was broken and not made for freakishly tall people.
#2 The sewer at bombsite B should have a covering over it (similar to mill) making it not as easy for T's to hide there after they plant the bomb.
smartin
05-23-2009, 06:25 PM
Putrid, these ladders do exist on most houses / apartment buildings for people to climb down if there's a fire. But to avoid having people climb up for fun.
amogan
05-23-2009, 07:48 PM
Hah, those noobs, underestimating the power of boosting...
Map's looking mint thus far, to say something on topic.
#2 The sewer at bombsite B should have a covering over it (similar to mill) making it not as easy for T's to hide there after they plant the bomb.
I was thinking of putting water in the sewers to make it noisy to hide down there.
TUROcKdev
05-25-2009, 08:55 AM
good idea to putting water in the sewers ;)
PutridBeing
05-25-2009, 10:44 AM
#2 The sewer at bombsite B should have a covering over it (similar to mill) making it not as easy for T's to hide there after they plant the bomb.
I was thinking of putting water in the sewers to make it noisy to hide down there.
That does make sense. How exactly do you plan on doing that? Thinking of making the whole sewer filled with water like shin or knee deep or just making it just shallow enough to be noisy in the middle of the sewer?
smartin
05-25-2009, 11:57 PM
Probably like it is in cs_siege
doublethink
06-17-2009, 10:58 AM
so much stuff to update on this map, its awesome now!
jolt where are yoooooooooooooooooooouuuuuuuuuuuu :D
PutridBeing
06-17-2009, 08:26 PM
so much stuff to update on this map, its awesome now!
Yes, it IS awesome. Even jolt is starting to like the map, but that may have something to do with us pounding it into his head how good it is though :lol:
Ok, as the guys said, a lot has changed - mostly visually, but there have been some layout tweaks that I feel have greatly improved the feel of the map.
Additions/fixes:
- Started texturing
- Started lighting
- Mapped out of play areas
- Basic displacement cliffs (will probably redo all of these but they just for now give the map a better overall look)
- Shrunk Mid and B Site a bit
- Changed all doorways etc. to Source sizes
- Added the tunnel from CT side Mid to B Site
- Added details and replaced some of the basic brushwork with suitable models
Anyway, screenshots!
http://imgkk.com/i/4Yeul8s.jpg
A Site
http://imgkk.com/i/A2RTA9kJ.jpg
B Site
http://imgkk.com/i/b3qIhvAg.jpg (old version - http://imgkk.com/i/KW62gRRe.jpg)
Footbridge
http://imgkk.com/i/GHhXclrx.jpg
http://imgkk.com/i/tbhj8RTj.jpg
Mid
http://imgkk.com/i/36GD3M7Z.jpg
T Spawn
http://imgkk.com/i/aGOIuAXr.jpg
http://imgkk.com/i/gIIsrxpl.jpg
Dahle
06-18-2009, 12:27 PM
Looks realy nice..
Hope you dont mind that i started making a 1.6 version of your map?
I started making it after you posted a final layout. Is funny to see how diffrent the maps turns out.
Some screens:
Overview
http://data.fuskbugg.se/skalman01/---overview.JPG
A site
http://data.fuskbugg.se/skalman01/asite.JPG
B site
http://data.fuskbugg.se/skalman01/bsite.JPG
Ct spawn
http://data.fuskbugg.se/skalman01/-ctspawn.JPG
Mid
http://data.fuskbugg.se/skalman01/midone.JPG
http://data.fuskbugg.se/skalman01/midtwo.JPG
Truckroom
http://data.fuskbugg.se/skalman01/truckroom.JPG
T spawn
http://data.fuskbugg.se/skalman01/-tspawn.JPG
nice j0lt. needs more lab though :P
KaNaR
06-18-2009, 01:30 PM
@ jolt : the map looks nice but Im wondering : why is there a cliff next to an industrial complex ?
@ jolt : the map looks nice but Im wondering : why is there a cliff next to an industrial complex ?
Because it makes my job easier :P
It's a storage compound anyway ;)
deCeption
07-02-2009, 06:15 PM
I think making it more in-the-city is much better.
The map is currently receiving a major overhaul.
Changes done:
Footpaths
Roads
Mid overhauled
Tunnels overhauled
Lots of shitty brushwork overhauled
More texturing
Skybox changed (same as Source's cs_assault)
Lighting now consistent enough to be playable ;)
Changes in progress:
Overhauling out of play areas
Finishing basic texturing
Planned changes:
Redo all cliff faces and map boundaries
Finish detailing
etc.
Current overview:
http://imgkk.com/i/9oVLssn4.jpg
It's starting to look quite good if I may say so myself :P
I can tell it looks quite awesome through the overview, although no screens that show details/lightning = meh :(.
Anyway, keep up the great work, this seems like a map I'd greatly enjoy scrimming on, with the warehouse look and all :D.
There's not a lot of details and fancy lighting at this stage.
The map is basically at a playable stage now, once I have finishing mapping out of play areas and any basic brushwork that needs doing, I will start doing the fancy lighting and other Sourcy details.
ZeroKiller
07-03-2009, 05:35 PM
I am absolutely in love with your map.
I compiled the first beta of the map!
Screenshots to celebrate :D
Overview:
http://img132.imageshack.us/img132/7310/cspstorageb10005.jpg (http://img193.imageshack.us/img193/7310/cspstorageb10005.jpg)
Screenshots:
http://img19.imageshack.us/img19/8850/cspstorageb10000.jpg (http://img29.imageshack.us/img29/8850/cspstorageb10000.jpg)http://img29.imageshack.us/img29/4633/cspstorageb10001.jpg (http://img78.imageshack.us/img78/4633/cspstorageb10001.jpg)http://img29.imageshack.us/img29/1226/cspstorageb10002.jpg (http://img269.imageshack.us/img269/1226/cspstorageb10002.jpg)http://img17.imageshack.us/img17/7800/cspstorageb10003.jpg (http://img182.imageshack.us/img182/7800/cspstorageb10003.jpg)http://img17.imageshack.us/img17/3223/cspstorageb10004.jpg (http://img398.imageshack.us/img398/3223/cspstorageb10004.jpg)http://img268.imageshack.us/img268/1899/cspstorageb10006.jpg (http://img32.imageshack.us/img32/1899/cspstorageb10006.jpg)
ZeroKiller
07-05-2009, 12:40 AM
I think I just jizzed in my pants.
doublethink
07-05-2009, 01:32 AM
this map is sex. !!!!!!!!!
hypno
07-05-2009, 02:43 AM
I can see this being a huge hit and becoming a standard war map for all major leagues/competitions worldwide.
Can't wait to play it.
Awesome work J0lt, good to see an Aussie representation in the development of CS:P.
KaNaR
07-05-2009, 05:06 AM
Maybe it's playable but it's still not looking good. This is SO empty. You should add non gameplay affecting props, dirty decals, and a skybox !! The limits of the map are too obvious. You should give the feeling that the map has no limits ;)
http://img78.imageshack.us/img78/4633/c ... b10001.jpg (http://img78.imageshack.us/img78/4633/cspstorageb10001.jpg) = dev texture on the top of the building
Maybe it's playable but it's still not looking good. This is SO empty. You should add non gameplay affecting props, dirty decals, and a skybox !! The limits of the map are too obvious. You should give the feeling that the map has no limits ;)
http://img78.imageshack.us/img78/4633/c ... b10001.jpg (http://img78.imageshack.us/img78/4633/cspstorageb10001.jpg) = dev texture on the top of the building
Surely you realise I know this. The map isn't finished. Those are screenshots of the first beta build of the map. I haven't even started adding detail props, and there is still some texturing left which I am perfectly aware of.
smartin
07-05-2009, 07:01 AM
Absolutely fuckin epic, even in an unfinished state.
I don't want to imagine how many times I'll have to change underwear once it's finished :roll:
ZeroKiller
07-05-2009, 07:48 AM
Absolutely fuckin epic, even in an unfinished state.
I don't want to imagine how many times I'll have to change underwear once it's finished :roll:
4 changes over here.
KaNaR
07-05-2009, 08:58 AM
Maybe it's playable but it's still not looking good. This is SO empty. You should add non gameplay affecting props, dirty decals, and a skybox !! The limits of the map are too obvious. You should give the feeling that the map has no limits ;)
http://img78.imageshack.us/img78/4633/c ... b10001.jpg (http://img78.imageshack.us/img78/4633/cspstorageb10001.jpg) = dev texture on the top of the building
Surely you realise I know this. The map isn't finished. Those are screenshots of the first beta build of the map. I haven't even started adding detail props, and there is still some texturing left which I am perfectly aware of.Maybe you want criticisms only when the map is finished, which is useless...
I hope it won't be a public beta, since only the gameplay seems to be finished.
<3 mappers who don't accept criticisms...
Surely you realise I know this. The map isn't finished. Those are screenshots of the first beta build of the map. I haven't even started adding detail props, and there is still some texturing left which I am perfectly aware of.Maybe you want criticisms only when the map is finished, which is useless...
I hope it won't be a public beta, since only the gameplay seems to be finished.
<3 mappers who don't accept criticisms...
I want constructive criticisms, not "Your map is shit 'cos it's missing stuff you know is missing and you plan on doing soon."
KaNaR
07-05-2009, 01:58 PM
Actually I was constructive. Your map is too empty, there aren't even decals. It's too clean. The limits are too obvious. You need a skybox.
Because it's short doesn't mean it's pointless...
To be more precise :
- http://img29.imageshack.us/img29/8850/c ... b10000.jpg (http://img29.imageshack.us/img29/8850/cspstorageb10000.jpg) = the building looks like a big box, it needs funnels with smoke, or at least some extra floors on the back of it. The fences are a too easy solution. You could make something like a truc blocking the way, something logical (<3 Mr Spock)
- http://img78.imageshack.us/img78/4633/c ... b10001.jpg (http://img78.imageshack.us/img78/4633/cspstorageb10001.jpg) = dev texture on the top, the road is too clean and why are there fences on it ? And we can see the limits of the map
- http://img269.imageshack.us/img269/1226 ... b10002.jpg (http://img269.imageshack.us/img269/1226/cspstorageb10002.jpg) = what is the door for ? I don't think it's for the train loading, since it is too small, and not for the passengers, since it would be too dangerous for them
- http://img182.imageshack.us/img182/7800 ... b10003.jpg (http://img182.imageshack.us/img182/7800/cspstorageb10003.jpg) = shadows are too dark or strange (cf the background), and the lights need glows
- http://img398.imageshack.us/img398/3223 ... b10004.jpg (http://img398.imageshack.us/img398/3223/cspstorageb10004.jpg) = still the dev texture, area too clear
- http://img32.imageshack.us/img32/1899/c ... b10006.jpg (http://img32.imageshack.us/img32/1899/cspstorageb10006.jpg) = why can we see through the windows only from the indoors ? I know in real life, there would be reflections which would prevent the people outdoor from seeing properly, but here it feels strange :s The walls are too clean.
Oh and btw, I never say that someone's map is shit, since I know it's not easy to make, even if sometimes I might think so.
smartin
07-05-2009, 03:02 PM
@KaNaR
The fences went really well with the previous out of play area, but he's re-doing those areas, that's why you can see where the map "ends".
Actually I was constructive. Your map is too empty, there aren't even decals. It's too clean. The limits are too obvious. You need a skybox.
Because it's short doesn't mean it's pointless...
To be more precise :
- http://img29.imageshack.us/img29/8850/c ... b10000.jpg (http://img29.imageshack.us/img29/8850/cspstorageb10000.jpg) = the building looks like a big box, it needs funnels with smoke, or at least some extra floors on the back of it. The fences are a too easy solution. You could make something like a truc blocking the way, something logical (<3 Mr Spock)
- http://img78.imageshack.us/img78/4633/c ... b10001.jpg (http://img78.imageshack.us/img78/4633/cspstorageb10001.jpg) = dev texture on the top, the road is too clean and why are there fences on it ? And we can see the limits of the map
- http://img269.imageshack.us/img269/1226 ... b10002.jpg (http://img269.imageshack.us/img269/1226/cspstorageb10002.jpg) = what is the door for ? I don't think it's for the train loading, since it is too small, and not for the passengers, since it would be too dangerous for them
- http://img182.imageshack.us/img182/7800 ... b10003.jpg (http://img182.imageshack.us/img182/7800/cspstorageb10003.jpg) = shadows are too dark or strange (cf the background), and the lights need glows
- http://img398.imageshack.us/img398/3223 ... b10004.jpg (http://img398.imageshack.us/img398/3223/cspstorageb10004.jpg) = still the dev texture, area too clear
- http://img32.imageshack.us/img32/1899/c ... b10006.jpg (http://img32.imageshack.us/img32/1899/cspstorageb10006.jpg) = why can we see through the windows only from the indoors ? I know in real life, there would be reflections which would prevent the people outdoor from seeing properly, but here it feels strange :s The walls are too clean.
Oh and btw, I never say that someone's map is shit, since I know it's not easy to make, even if sometimes I might think so.
Well thanks for going to all that effort, but I really know of all these problems. These are exactly the criticisms I need on a release candidate of my map, not on the first beta. All of these changes are planned really. Like, you are pointing out that you can see the limits of the map. Do you honestly think I wouldn't have noticed that!? My previous builds had cliffs and roads and other stuff doing that, but I deleted them and I thought it would be pretty clear that I plan on redoing them.
As for the door on the tracks, it's just a service type entrance, the trains wouldn't be supposed to stop there. The tracks are really there for that vertical element and looks.
And the windows, well I just thought it would be cool to see out of the them as the view is nice, but I don't want anyone seeing in as that would be pretty hard on the Ts. The textures are temporary until I make custom ones. Most of the textures on the map are temporary.
The lighting is a constant work in progress, I'm still new to mapping so I can't get it right straight away, it's a trial and error thing.
why is the door dangerous? theres a fence (RED) between the door and the trainroad(?) ;X ppl get there by the purple arrow!!
http://img229.imageshack.us/img229/5553/toodangerous.jpg
KaNaR
07-06-2009, 06:58 AM
why is the door dangerous? theres a fence (RED) between the door and the trainroad(?) ;X ppl get there by the purple arrow!!
http://img229.imageshack.us/img229/5553/toodangerous.jpgI meant the door on the right
ah ... lol i havn't even noticed that door ;X
btw i'd love to see a concrete "bridge" not wood? ;/
example:
http://img190.imageshack.us/img190/4961/mangus3.jpg
http://img40.imageshack.us/img40/3876/trainroad.jpg
example:
http://img190.imageshack.us/img190/4961/mangus3.jpg
http://img40.imageshack.us/img40/3876/trainroad.jpg
That's quite helpful, I'm looking to fix up my shitty tracks haha.
lal
look what i ms-painted XD
http://img222.imageshack.us/img222/928/unbenanntlip.jpg
texture also msapaint-added XD
Holy shit that's some pro MS-Paint skills :o
My tracks actually looked very similar to that before, but I decided to try and mimic Source's cs_assault tracks.
go ahaed.. and keep us up to date :D i dont like suggesting something that is total diffrent
sometime you have to google when you need some spacefiller (http://img29.imageshack.us/img29/8850/c ... b10000.jpg (http://img29.imageshack.us/img29/8850/cspstorageb10000.jpg))? :D that building? ;))) i'd like to see something like this :)
http://www.made-in-china.com/image/4f0j ... ilding.jpg (http://www.made-in-china.com/image/4f0j00gvraIKFoaGuhM/Cold-Storage-Building.jpg)
"http://img78.imageshack.us/img78/4633/c ... b10001.jpg = dev texture on the top of the building" not only at top ... also around the edge ? ;X bad bad english lal
FORGET THAT - since i know what exactly is this building ;X
Couple of screenshots of the ever-progressing map :)
http://img33.imageshack.us/img33/5783/cspstorage100000copy.jpg (http://img33.imageshack.us/img33/2533/cspstorage100000.jpg)http://img193.imageshack.us/img193/3600/cspstorage100006copy.jpg (http://img36.imageshack.us/img36/1069/cspstorage100006.jpg)http://img189.imageshack.us/img189/9747/cspstorage100006thumb.jpg (http://img37.imageshack.us/img37/1388/cspstorage100005.jpg)http://img37.imageshack.us/img37/3329/cspstorage100004copy.jpg (http://img37.imageshack.us/img37/2856/cspstorage100004.jpg)http://img3.imageshack.us/img3/9507/cspstorage100003copy.jpg (http://img20.imageshack.us/img20/8968/cspstorage100003.jpg)
And yes, I do notice that the grate models are very bright, I do not know why but rest assured it will be fixed before release.
ZeroKiller
07-08-2009, 08:58 AM
omfg thats hawt
awesome! :o i love it :mrgreen: (some credits to me ..) hehehe
paradox
07-08-2009, 10:02 AM
very nice indeed :)
awesome! :o i love it :mrgreen: (some credits to me ..) hehehe
I actually just copied the tracks from cs_assault ;)
But thanks for inspiring me to do it :P
i mean everythng not just the tracks :!: and yes the grates are a little ... undark hahaha :lol:
i mean everythng not just the tracks :!: and yes the grates are a little ... undark hahaha :lol:
What do you mean? The layout is pretty much all me and doublethink.
not just the tracks are awesome
..here is something i noticed:
http://img239.imageshack.us/img239/8850/cspstorageb10000.jpg
NEVER mind... -.- i hits just the view .. -.- i thought you had no space there lol .. but in the other screenschot with the "pommes house" you see its the same distance ;/
Currently redoing the T office building, basically gonna look like cs_office on the inside, and similar but different on the outside.
PutridBeing
07-14-2009, 12:04 AM
In regard to this screenshot http://img32.imageshack.us/img32/1899/c ... b10006.jpg (http://img32.imageshack.us/img32/1899/cspstorageb10006.jpg) I still think the windows should be really dirty on both sides and barely able to see through them. That's just me :D
In regard to this screenshot http://img32.imageshack.us/img32/1899/c ... b10006.jpg (http://img32.imageshack.us/img32/1899/cspstorageb10006.jpg) I still think the windows should be really dirty on both sides and barely able to see through them. That's just me :D
Yeah, I will probably end up making custom textures, but for now they function as I need them :)
PutridBeing
07-28-2009, 09:40 PM
I know you've been busy with school and stuff but is there any sort of update j0lt?
smartin
07-28-2009, 09:46 PM
Dude, The j0lt passed away this monday, pay the man some respect.
R.I.P.
Dude, The j0lt passed away this monday, pay the man some respect.
R.I.P.
Dude wtf seriously?
PutridBeing
07-28-2009, 10:51 PM
Dude, The j0lt passed away this monday, pay the man some respect.
R.I.P.
Dude wtf seriously?
No! The last time he logged in was *gasp* TODAY. Smartin, you smartass :p
smartin
07-28-2009, 11:46 PM
I love your innocent honesty esK :>
Wut.
Well sorry for no updates, I haven't worked on the map at all for a week or two, due to school stressing me the fuck out. I've had no time.
Did a bit of work on it tonight, might get the ball rolling again ;)
Spritz
08-03-2009, 11:35 AM
VERY NAIS!
Alrighty, I've finished lowering the second level of mid which makes it feel much nicer. I've also redone the T office building and am partly through making it and bombsite A look nicer.
Spritz
08-08-2009, 08:16 AM
VERY NAIS AGAIN!
New screens!
http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/overview_thumb.jpg (http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/overview.jpg)
http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/bombsitea_thumb.jpg (http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/bombsitea.jpg)http://img193.imageshack.us/img193/3600/cspstorage100006copy.jpg (http://img36.imageshack.us/img36/1069/cspstorage100006.jpg)http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/bombsiteb_thumb.jpg (http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/bombsiteb.jpg)http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/ctstreet_thumb.jpg (http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/ctstreet.jpg)http://img3.imageshack.us/img3/9507/cspstorage100003copy.jpg (http://img20.imageshack.us/img20/8968/cspstorage100003.jpg)http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/mid_thumb.jpg (http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/mid.jpg)http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/office_thumb.jpg (http://www.users.on.net/~pjjeffreys/files/csp_storage/screenshots/office.jpg)
cryeR
08-13-2009, 09:06 AM
awesome work :o
JoeyBruz
08-13-2009, 09:39 AM
As you know J0lt I only just started mapping :) You've inspired me even more to keep at it.. Great work mate!
Wow! looking very nice man ;)
paradox
08-13-2009, 03:50 PM
really great work!
erm the bright textures... its because that are materials for models!
check this in the materials .vmt:
"VertexLitGeneric" <---- thats the problem change it to LightmappedGeneric
{
$....
$....
$....
}
where is that file?
1. download GCFScape (http://nemesis.thewavelength.net/index.php?c=76)
2. open the "css source shared.gcf" file in your steamapps folder
3. search the material. go and find out the name of the material ... just look in hammer what name it has.
4. you found the material, it should be a .vmt file so extract to csp1.04(or css)/cstrike/materials/(csp_storage to keep all clean)and rename it whatevertexture.vmt
5. open it.
6. change it
7. save it
8. restart hammer or just open it.
9. there will be the texture "whatevertexture" looks same like the one you used till now.
10. if it works: post here and thank me!
may now give me some credit :P
and btw i'd like to suggest something:
http://img199.imageshack.us/img199/6307/bspr.jpg
what do you mean?
what do you like most
as it is now?
1.?
2.?
I'm pretty sure you already know this but I figured I'd just leave my opinion here.
From the screens you posted, certain areas of the map look really... plain. As I said, I know it's probably because you're doing the basic layout first before adding details and such, but I think that, especially the bombsite in the first screenshot, need to look more detailed. Maybe something broken here or there (it looks like it was just recently built, with everything new and such), and also some detail on the displacements would make it look a whole lot better.
Also I think the idea of this dude above me would be pretty neat too.
Yeah n69ky, I was going to look for a way to fix those problems, thanks for the suggestions, the tunnel should look good like that.
And Mith, yeah that would be the last step. I'm still doing textures and other brushwork :)
Released as de_edge for CS:S map competition - Download (http://www.users.on.net/~pjjeffreys/files/de_edge/de_edge.zip)
Notes for release: This is still not a final release. It is basically complete, but still lacking in the detail to make it a professionally finished map, it should play as intended though, so enjoy it!
Overview:
http://imgkk.com/t/TxlZmm.png (http://imgkk.com/images/TxlZmm.png)
Screenshots:
http://imgkk.com/t/0jtSBa.jpg (http://imgkk.com/images/0jtSBa.jpg)http://imgkk.com/t/as8yvG.jpg (http://imgkk.com/images/as8yvG.jpg)http://imgkk.com/t/3uCrsy.jpg (http://imgkk.com/images/3uCrsy.jpg)http://imgkk.com/t/SqOyFP.jpg (http://imgkk.com/images/SqOyFP.jpg)http://imgkk.com/t/dNIDVJ.jpg (http://imgkk.com/images/dNIDVJ.jpg)http://imgkk.com/t/tX7pfj.jpg (http://imgkk.com/images/tX7pfj.jpg)http://imgkk.com/t/tPdMue.jpg (http://imgkk.com/images/tPdMue.jpg)http://imgkk.com/t/GNndWs.jpg (http://imgkk.com/images/GNndWs.jpg)http://imgkk.com/t/nRjcBE.jpg (http://imgkk.com/images/nRjcBE.jpg)
now big create suggestion? ;)
paradox
08-31-2009, 08:15 AM
can I add this map to my league? xD
paradox
08-31-2009, 08:18 AM
is there any way you could include the materials & textures into the bsp?
cryeR
08-31-2009, 08:30 AM
is there any way you could include the materials & textures into the bsp?
http://www.fpsbanana.com/tools/206
http://www.fpsbanana.com/tuts/7247
can I add this map to my league? xD
Sure, I'd love to get some feedback on it!
is there any way you could include the materials & textures into the bsp?
I haven't bothered to do it yet, I'll rehost it if I can figure it out ;)
paradox
08-31-2009, 08:38 AM
one niggle I have is in the room with the 2 (4) trucks - you can see that its just 2 trucks with 1 being hidden under the metal container xD - maybe have them on rails or something - or make the truck into a big lorry instead. other than that it looks great
madmax
08-31-2009, 09:04 AM
http://img29.imageshack.us/img29/8850/cspstorageb10000.jpg
on the top you could ad a big billboard like in cpl_mill
http://www.gotfrag.com/files/upload/casey_col_tgrb7.jpg
http://img269.imageshack.us/img269/1226/cspstorageb10002.jpg
the upper door makes no sense to be there make it furter to the egde and make the walk space bigger.
or make the hut stick out a bit and have the door on the short side and windows on the long side if so make no walkspace next to the hut it would then look wierd. hope you got that :D
and those decals you have for the sites is shit ugly :lol: you probebly want considering making coustom ones :idea:
Ok I added all the map resources into the BSP, it's hosted at the same link as the original download, could someone confirm that it works correctly? There should be a map description on the team join interface, 'Edge Industries' logos on some crates, and map radar overviews.
one niggle I have is in the room with the 2 (4) trucks - you can see that its just 2 trucks with 1 being hidden under the metal container xD - maybe have them on rails or something - or make the truck into a big lorry instead. other than that it looks great
Yeah, that's the best I could do with the time constraints haha.
http://img29.imageshack.us/img29/8850/cspstorageb10000.jpg
on the top you could ad a big billboard like in cpl_mill
http://www.gotfrag.com/files/upload/casey_col_tgrb7.jpg
http://img269.imageshack.us/img269/1226/cspstorageb10002.jpg
the upper door makes no sense to be there make it furter to the egde and make the walk space bigger.
or make the hut stick out a bit and have the door on the short side and windows on the long side if so make no walkspace next to the hut it would then look wierd. hope you got that :D
and those decals you have for the sites is shit ugly :lol: you probebly want considering making coustom ones :idea:
1 - those screenshots are old.
2 - if you are talking about the blue door, it's not even in play. I have a download link up for the map, please play on it before making assumptions.
3 - the decals are fine. But yes I will probably end up making custom ones.
madmax
08-31-2009, 10:36 AM
1. i know the screens are old but i did not find the new screens. :roll:
2. yes i was taking about the blue door and i know you cant go there but it looks so stupid thats why i said what i said. well it looks much nicer ingame :D
3. coustom = best quality :lol:
when i played this map i noticed that the decals have like a black background is this so poussed to happen or it might onlybe me :?
EDIT: okey decals work now after downloading the new bsp
and every thing work in the bsp misson deskription and EDGEindustries boxes
TIP: ad more edge industries boxes and make some decals, signs, advertisments, billborad :D and so on like De_Season :D
KaNaR
08-31-2009, 11:28 AM
http://imgkk.com/t/0jtSBa.jpg (http://imgkk.com/images/0jtSBa.jpg)http://imgkk.com/t/as8yvG.jpg (http://imgkk.com/images/as8yvG.jpg)http://imgkk.com/t/3uCrsy.jpg (http://imgkk.com/images/3uCrsy.jpg)http://imgkk.com/t/SqOyFP.jpg (http://imgkk.com/images/SqOyFP.jpg)http://imgkk.com/t/dNIDVJ.jpg (http://imgkk.com/images/dNIDVJ.jpg)http://imgkk.com/t/tX7pfj.jpg (http://imgkk.com/images/tX7pfj.jpg)http://imgkk.com/t/tPdMue.jpg (http://imgkk.com/images/tPdMue.jpg)http://imgkk.com/t/GNndWs.jpg (http://imgkk.com/images/GNndWs.jpg)http://imgkk.com/t/nRjcBE.jpg (http://imgkk.com/images/nRjcBE.jpg)Wow, it's so ...... empty.
The red crate and the trucks are placed a non-realistic way here :
http://imgkk.com/t/dNIDVJ.jpghttp://imgkk.com/t/0jtSBa.jpg
This is illogical, Mr jolt
http://oldstersview.files.wordpress.com/2008/10/spock.jpg
smartin
08-31-2009, 01:37 PM
lets do this one on 1.04 tonight :)
good job j0lt!
how did you fix that bright texture in the sewer?
----------------------
THX 2 Putridbeing
Wow, it's so ...... empty.
The red crate and the trucks are placed a non-realistic way here :
http://imgkk.com/t/dNIDVJ.jpghttp://imgkk.com/t/0jtSBa.jpg
This is illogical, Mr jolt
Thankyou for that insight Captain Obvious.
And there's nothing wrong with the trucks, and while the crate position is different, it is only that way to provide some interesting angles at the site.
how did you fix that bright texture in the sewer?
They're still not really fixed, but Redstar added cubemaps which fixed most of the reflection issues.
Map have some big areas, I don't think this is necessary. Also T can have some troubles in attacking bs A. But I can't judge without playin' it 5v5 or FFA.
Hi jolt nice map hehe but:
1. Some of the doors are way to small, it's hard to aim trough the doors in action back/strafe
2. In the sewer you need to jump on the metal (where the bright textures are)
maybe add a invisible ramp ?
And 2-3 other things I can't explain w/o pictures I'll post em tomorrow
NortproN
09-01-2009, 01:52 AM
http://www.17buddies.net/17b2/View/Map/ ... _edge.html (http://www.17buddies.net/17b2/View/Map/7285/de_edge.html)
also, someone in a thread from 2001 was talking about a de_edge.
PLAGERISM!
nah, i dunno anything about mapping so i dunno how these things work, will try this 1.04
edit: oh right CSP_edge
madmax
09-01-2009, 04:40 AM
j0lt i dont know what to have instead but do you think the terrorists came in army trucks :)
j0lt i dont know what to have instead but do you think the terrorists came in army trucks :)
These are sophisticated terrorists.
KaNaR
09-01-2009, 07:40 AM
I'm wondering how they managed to put their trucks this way :roll:
madmax
09-01-2009, 07:45 AM
I'm wondering how they managed to put their trucks this way :roll:
yeah i also wondering how they got the army trucks :|
Christ, who gives a shit. I finished this build in a hurry, and fence along the entire thing looked crap. Can we not debate about these trivial little things in the map, and instead concentrate on useful criticism...
I am aware that visually, the map is far from perfect. What could be helpful:
- Improvements to layout
- Ways to fill empty space without affecting gameplay or looking repetitive
- Truck models.
madmax
09-01-2009, 07:57 AM
maybe T spawn should have more cars and make the ground look like parking spaces
http://www.fpsbanana.com/models/1303
http://www.fpsbanana.com/prefabs/3729
also the hole to CT spawn from sewers could look like a blowned up hole
http://www.kens.net/images/de_dust2_11.jpg like that
big part of assult was the vents they had a big part of assult.
i'm shure dubbelthink can think of some way to inplant that in the map :P
KaNaR
09-01-2009, 10:13 AM
I finished this build in a hurryOuch. Now I understand why it looks as detailled as a dev map :)
Don't be so quick to go on the defensive, j0lt, visual issues are the only things available for criticism until playtesting begins, and even then you should always be looking to improve every small aspect of your map. Of course some things are very low priority, but the extent to which they should be discussed is surely equal to the extent to which your critics wish to discuss them.
Don't be so quick to go on the defensive, j0lt, visual issues are the only things available for criticism until playtesting begins
In case you didn't realise I released a download so you guys can do just that...
and even then you should always be looking to improve every small aspect of your map. Of course some things are very low priority, but the extent to which they should be discussed is surely equal to the extent to which your critics wish to discuss them.
That's true, but I am perfectly aware that the map has visual issues. I'm not blind you know.
I am however unsure on how to make the map seem less empty without severely altering the layout, or just making it look sloppy.
Telling me the map looks shit does not help me at all. In fact it simply makes me want to work on this less.
U can make this big spaces just smaller. This "office" part is big imo, and so on.
I'm aware that playtesting is now possible, but that doesn't mean it has begun, and not everyone will be involved (people who don't have 1.04 and don't play CSS). Some people may be overly critical, but if you carefully read every piece of feedback I'm sure you'll find some ideas you haven't considered which will result in a better-looking finished product when the map is complete.
and don't play CSS
if you don't "own" CSS -> you'll not be able to play CSP
motomike
09-02-2009, 07:14 AM
and don't play CSS
if you don't "own" CSS -> you'll not be able to play CSP
O SNAP, HES GOT U THERE
if you mean "people who haven't installed CSS"
-> just install it
Yatta
10-05-2009, 04:59 PM
but if you carefully read every piece of feedback
The cars are positioned weird.
The cars are positioned weird.
lol terrorists with army trucks.
Is not feedback.
KaNaR
10-05-2009, 05:22 PM
It is
donlan
10-05-2009, 05:26 PM
It is
Right- its feedback, but very low quality feedback you cant do anything constructive with.
Right- its feedback, but very low quality feedback you cant do anything constructive with.Sure, a lot of feedback is not necessarily useful. This can be annoying.
At the same time, however, each piece of feedback represents a person who has taken enough interest in the map to post their thoughts, and is most likely given with good intentions. Therefore, even if the person receiving feedback is not feeling inclined to thank people for less-than-useful feedback, they shouldn't be rude about it, nor should they feel like they need to. That's all I was saying.
Believe me, I'm not trying to be rude, but receiving this useless feedback over and over gets frustrating for a first time mapper who wants to solve important issues. Most of this stuff - even if it is valid feedback, no matter how small - is the kind of stuff that needs to be done at the finishing stages, while I still have problems like lack of detail, less than adequate texturing, and I'm sure there are improvements in the layout to be made. What I need are valid and useful suggestions, such as:
- realistic details to add to break up the monotony of texturing
- ideas on revamping entire areas of the map to keep the layout the same whilst making it smaller and less open
- ideas on theming the map, texturing, props, etc
I don't (didn't) need feedback like:
- I can see dev textures (yes I knew they were there)
- You're obvious placeholder for a better prop/texture looks stupid (yes, that is why it's only a placeholder)
etc.
Yatta
10-06-2009, 02:23 AM
Right- its feedback, but very low quality feedback you cant do anything constructive with.Sure, a lot of feedback is not necessarily useful. This can be annoying.
At the same time, however, each piece of feedback represents a person who has taken enough interest in the map to post their thoughts, and is most likely given with good intentions.
I think you've put too much faith in the human race.
KaNaR
10-07-2009, 09:13 AM
- realistic details to add to break up the monotony of texturing
- ideas on revamping entire areas of the map to keep the layout the same whilst making it smaller and less open
- ideas on theming the map, texturing, props, etcWe're only giving feedback, we're not going to tell you what you have to do.
Making maps is such a hard work, people only say when it's bad and wont tell you how to fix it :p
In T-spawn, you could add some parking signs and parking strippes, and the ladder in t spawn should be moved to the right at the window, in case you didn't get boosted up there, so you wouldn't fall down again.
And I would recommend you to go into cs_office in source and see what the have done in the "office" spaces, so it won't feel so empty.
LOVE your map so far! :mrgreen:
JOLT, Got an update for your glorius map soon? :D
haGisson
10-30-2009, 06:57 AM
the map is just beautiful! is it going to be competitively playable?
sevoii
10-30-2009, 07:24 AM
sweet balls!
JOLT, Got an update for your glorius map soon? :D
I'm currently in the middle of my final year of school exams, 2 down today, only 4 more to go :D
I'll start work on the map again after my last exam (19th November).
the map is just beautiful! is it going to be competitively playable?
It's been designed with competitive play in mind.
TUROcKdev
10-30-2009, 10:49 AM
the version from the first september 2009 on j0lt.=P i think that is a nice map, I played it in css vs bots ^^ but nice =) i would say it is a terror based map with all the ways but thats g00d because there already a lot of maps with ct side based maps ;)
gj =)
inspiral09
10-31-2009, 05:27 PM
Reminds me a little bit of de_siege from 1.6 =): http://imgkk.com/images/tPdMue.jpg
Yeah, I noticed after I built that site with the cliffs for the first time. The high cliff faces give that site a nice Siege feel, a bit more reminiscent of 1.6.
rcgnz
11-02-2009, 09:18 PM
Aight sup lol.
Just tested this map. Been going through it and I have to say, if this map is going to be played competitively, it offers A LOT of new concepts :D
That. Is one of the best parts of the map I reckon.
But I've got a few problems about map layout and some of the bombsites (I forgot which ones were which ==; )
- The bomb planting space is too small for any variable aspect. As in, if you can only plant in ONE spot, it doesn't create as broad of options to defend against retakers. Yeah I haven't tested it much, and I really think this point is invalid. But the space you can plant IS puny ><
- The bombsite with the large boxes which stack. Can be an interesting gameplay thing, HOWEVER, that bombsite. Is WAY too defence sided. So defence sided, it just reminds me of Source de_nuke. I don't see how it's possible for terrorists to take the site OR ct's to retake. 2v5 would be so easily done in that site. There are simply too many places from where defenders can protect whatever. The hut, above the hut, the fallen fence, might not seem much, but since there are other places to protect from on the other side, may not be so balanced.
- The other bombsite really close to the CT is a fair bit unbalanced too. I've noticed that it's much harder to attack than defend on this map, leading to possible 15-0 and 0-15 halves... It simply takes TOO long for the terrorists to get anywhere NEAR a bombsite. That ladder in T spawn which isn't possible to get to without a boost, looks VERY promising. This is what I liked. If you could make it possible that a boost like that, could create a pick or a 3-4 man rush only, it could enhance gameplay ALOT. It could also be a part of splitting into bombsites. But from when I tested it, it seemed only to lead no where near a bombsite again.
- This map looks nice. It really does. I liked the assault theme, just don't like the assault map due to it being too defence sided == which I never like. You keep asking for tips on making it a bit more realistic and nice and I can't really say anything. I think it looks quite polished design wise anyway. If you add things, may make it nicer, but I don't know what to add ><
- Because the bombsites are too far, leads to no rushes. Or if they do, the CTs will already have set up a minute ago since they pretty much spawn at arms length to the bombsites.
- There aren't really any choke points from my 15minute roam ><
- Rotating looks like a problem. It can either take really really long, or crawl in some room? Didn't check this properly either >< So I may be wrong.
- Tbh I think you should stay away from creating defending things (lack of better word). Like it seems you had concentrated in creating spots where players can protect things. And you forgot, that players WILL work with things they have. Put a simple box in the middle, and players will play with it to suit their needs. There isn't REALLY a need to have 5 different camping spots on one bombsite ><
Anyways, I really like how this map is looking, even though I put a lot of problems, which I don't know if you can be bothered to fix since they are annoyingly time consuming and I believe you are in the middle of your VCE? I've got one HSC exam left == lolz, so yeah you might not fix it ><
ps; if you work around with that ladder at t spawn to give advantages for them and new aspects of gameplay i will <3 :D
gl in ur exams. :mrgreen:
downbad
11-03-2009, 01:07 AM
i think the map looks really good also. Like rcgnz said, i think the ladder that requires a boost is a really nice game play element to add. Hopefully once we get to Christmas break, j0lt will acquire new energy to work on the map and take into consideration some of this^ feedback.
smartin
11-03-2009, 01:27 AM
Reminds me a little bit of de_siege from 1.6 =)
Funny thing that the picture of a bombsite makes you think about a hostage map.
It's cs_siege btw (:
haGisson
11-03-2009, 01:41 AM
the bombspot has a nice mood, can't wait to play it when both the map and the mod are released
talking of siege... the echo was funny, also that it won't go if you change maps
Aight sup lol.
Just tested this map. Been going through it and I have to say, if this map is going to be played competitively, it offers A LOT of new concepts :D
That. Is one of the best parts of the map I reckon.
But I've got a few problems about map layout and some of the bombsites (I forgot which ones were which ==; )
- The bomb planting space is too small for any variable aspect. As in, if you can only plant in ONE spot, it doesn't create as broad of options to defend against retakers. Yeah I haven't tested it much, and I really think this point is invalid. But the space you can plant IS puny ><
- The bombsite with the large boxes which stack. Can be an interesting gameplay thing, HOWEVER, that bombsite. Is WAY too defence sided. So defence sided, it just reminds me of Source de_nuke. I don't see how it's possible for terrorists to take the site OR ct's to retake. 2v5 would be so easily done in that site. There are simply too many places from where defenders can protect whatever. The hut, above the hut, the fallen fence, might not seem much, but since there are other places to protect from on the other side, may not be so balanced.
- The other bombsite really close to the CT is a fair bit unbalanced too. I've noticed that it's much harder to attack than defend on this map, leading to possible 15-0 and 0-15 halves... It simply takes TOO long for the terrorists to get anywhere NEAR a bombsite. That ladder in T spawn which isn't possible to get to without a boost, looks VERY promising. This is what I liked. If you could make it possible that a boost like that, could create a pick or a 3-4 man rush only, it could enhance gameplay ALOT. It could also be a part of splitting into bombsites. But from when I tested it, it seemed only to lead no where near a bombsite again.
- This map looks nice. It really does. I liked the assault theme, just don't like the assault map due to it being too defence sided == which I never like. You keep asking for tips on making it a bit more realistic and nice and I can't really say anything. I think it looks quite polished design wise anyway. If you add things, may make it nicer, but I don't know what to add ><
- Because the bombsites are too far, leads to no rushes. Or if they do, the CTs will already have set up a minute ago since they pretty much spawn at arms length to the bombsites.
- There aren't really any choke points from my 15minute roam ><
- Rotating looks like a problem. It can either take really really long, or crawl in some room? Didn't check this properly either >< So I may be wrong.
- Tbh I think you should stay away from creating defending things (lack of better word). Like it seems you had concentrated in creating spots where players can protect things. And you forgot, that players WILL work with things they have. Put a simple box in the middle, and players will play with it to suit their needs. There isn't REALLY a need to have 5 different camping spots on one bombsite ><
Anyways, I really like how this map is looking, even though I put a lot of problems, which I don't know if you can be bothered to fix since they are annoyingly time consuming and I believe you are in the middle of your VCE? I've got one HSC exam left == lolz, so yeah you might not fix it ><
ps; if you work around with that ladder at t spawn to give advantages for them and new aspects of gameplay i will <3 :D
gl in ur exams. :mrgreen:
Ladies and gentlemen, that is the kind of critique I am looking for.
I will definitely keep that in mind when we test in a 5v5 situation, because some of what you mentioned is stuff that I have deliberately attempted to avoid (and assumedly succeeded :? )
For example:
- Because the bombsites are too far, leads to no rushes. Or if they do, the CTs will already have set up a minute ago since they pretty much spawn at arms length to the bombsites.
- There aren't really any choke points from my 15minute roam ><
These 2 points - the times to get to each bombsite are pretty much identical to de_dust2. And in bombsite B (the one with the large stack of boxes), with both teams rushing, the CTs beat the Ts to the site by around 3 seconds (again, similar to d2) creating a choke point at the T side entrance to the site.
Maybe it doesn't quite feel 'chokey' enough as the map is still quite open, but I have some things to add to make some areas smaller or seem smaller, without turning the map into another thin-hallway-maze type thing.
And thanks, only 3 exams left :D
Good luck with yours too!
some doors are way to small :D i can't walk backward through them ;)
but that i've already tole ya :P
haGisson
11-03-2009, 08:08 AM
you better go to the gym if you can't get through the doors ^^
rcgnz
11-03-2009, 08:48 AM
Ladies and gentlemen, that is the kind of critique I am looking for.
I will definitely keep that in mind when we test in a 5v5 situation, because some of what you mentioned is stuff that I have deliberately attempted to avoid (and assumedly succeeded :? )
For example:
- Because the bombsites are too far, leads to no rushes. Or if they do, the CTs will already have set up a minute ago since they pretty much spawn at arms length to the bombsites.
- There aren't really any choke points from my 15minute roam ><
These 2 points - the times to get to each bombsite are pretty much identical to de_dust2. And in bombsite B (the one with the large stack of boxes), with both teams rushing, the CTs beat the Ts to the site by around 3 seconds (again, similar to d2) creating a choke point at the T side entrance to the site.
Maybe it doesn't quite feel 'chokey' enough as the map is still quite open, but I have some things to add to make some areas smaller or seem smaller, without turning the map into another thin-hallway-maze type thing.
And thanks, only 3 exams left :D
Good luck with yours too!
Ahaha :)
Well I stand corrected since I played around in it by myself just to see how it was looking :P No judging, just wanted to see your work ><
And since I don't really have an idea on the map layout and know where everywhere is, I can't really say much ><
If you ever complete it to a standard you like and would like it tested with a large pool of people, I'm fair sure Twelve-60 at gotgames will be keen to give it a whirl on ggpug when CSP is released :P he did mention he's keen on setting up pug for it :P
Keen on giving more feedback once you release another version :P
And thanks for the luck :D
If Twelve is happy to chuck it up on the GotGames pug he's more than welcome too, but I'd have to modify the map info just to stress it's not a complete map haha.
Might talk to him about it next time I see him online.
1nfern0
11-16-2009, 02:00 AM
I'd love to test this in a 5v5 pug. Sounds like a great map that has had a lot of thought put in to it.
Also, as double think said, don't forget to put your name somewhere in the map lol ^^ Maybe a visable, non-accesible secret room like in cs_office, or one that you can only see if free spectate mode, or an accesible location where we can say things like "I'm rushing jolt. // Bomb down jolt!"
madmax
11-16-2009, 11:08 AM
or put up JOLT cola signs we will under stand but not others + it will be like a memorial thingy for jolt
Improved
11-22-2009, 06:55 PM
Anybody got a working link? Wanna test it out and give some feedback.
Thanks in advance.
Sorry, try the link in the OP again, should be fixed now.
doublethink
11-23-2009, 03:45 AM
Everyone please yell at j0lt to stop playing borderlands and finish EDGE :D
Everyone please yell at j0lt to stop playing borderlands and finish EDGE :D
But it's fun ;)
Anyway I think I've exhausted that game haha.
fucking bunnyjumping in that game :P
http://j0lt.cspromod.com/edge.png
Few ideas that could improve it a bit, I need some ideas for what to do in the purple area to put it out of play but keep it looking nice, and other ways to help close the map off a little, I'm not looking to make another corridor ridden maze, but it is still a bit too open for my liking.
Actually I think I can just bring the wall in to fix the purple area.
yeah just take a highwall or fences for the purple area^^
madmax
11-23-2009, 09:59 AM
good idea move the house closer and bring rock closer. that should make it with out making it look bad.
BTW the rock should be straight at the bottom and then more natural higher up to not make some wired angels but that is my personal opinion.
the office house feels to empty you could just close down the part downstairs closest to the b bomb site since it not in use.
you could then also make the office hosue bigger to make the big path from Tspawn to mid/Bsite smaller this part of the map is just to big.
in cashed's de_train he got some 1.6 looking trains ask him if you cant use them instead of the source ones you have now.
one thing I never liked about your map is the ever so many invisible walls some jumps or boost you should be able to do is invisible due to this and it is a big thing like on B you cant go on the edge of the train track
element13
11-23-2009, 11:40 AM
Everyone please yell at j0lt to stop playing borderlands and finish EDGE :D
But it's fun ;)
Anyway I think I've exhausted that game haha.
Yea, that games pretty fun, but I got tired of it after the first playthrough.
About your map, looks good, but it feels a bit too big to me. Or maybe it's just that it feels kind of empty...
From the looks of it, rotating from one site to another would take too long.
hxcguitarist
11-23-2009, 01:14 PM
Instead of the rockslide with fences, why not add some double stacked boxes. Scrapping the bottom area underneath the catwalk is fine by me. I'm not sure about the pillars though.
Improved
11-23-2009, 08:00 PM
Instead of the rockslide with fences, why not add some double stacked boxes. Scrapping the bottom area underneath the catwalk is fine by me. I'm not sure about the pillars though.
Nonono, not boxes mate! There is alot you can do on that area to exclude it from gameplay.
Sorry, try the link in the OP again, should be fixed now.
Thanks man!
Well, I've tested it now and my very first impression was that it has alot of potential, it really does. But honestly it does need some tweaking and a more proper placement of things to make it more appeling to competition and it needs a more realistic feel/look overall.
This is what I've found out so far but I still have some more indepth thoughts on how to improve it.
Some areas aren't needed and need to be excluded from play like some of the inner building @ T spawn. In that same building the stairs leading to the cs_assault "look alike" area can be changed into a slope, cause those yellow'ish stairs feel really out of place. Texture work is needed there too to for better transitioning between Inner and outter building parts.
All the big wide windows seen here and there can be devided into smaller parts. Some parts of the windows could be breakable but not all of them and they could be placed so you could easily acces another area by jumping out. Some could be covered with some material to provide cover or blocked by something. The breakable parts need to be carefully considered/placed and because they could become some too dangerous sniper positions.
The building with the two trucks parked inside (with a small window open) @ T spawn. Tthat building can have a better purpose... I mean them room looks really odd with the catwalk placed around the entire room like that. That building needs a serious (imo) overhaul/revamp. You can do alot with that building to make it look better in form of acces from T spawn > building > inner bombsite. Ill try to find some cargo area photos and show what I mean.
Too many crates outside of play and instead of filling out empty spaces with crates you transform those areas into good looking architecture. Also to stockpile crates because we (mappers) run out of ideas isnt the best way to give maps a more "realistic" feel/look. There are some spots here and there in your map that suffers from this phenomenon.
The "inner" bombsite is too small and feels out of place (needs some sort of redoing) and the distance between the two bombsites is too short. The distance of the two bombsites @ de_dust2 (when rushing from A to B via CT spawn) is a really good one with great features. The distance/path between two bombsites (A to B) is one of the most important things that defines a great map and present awsome gameplay. Too short and it becomes a "free for all" fragfest, too long and it becomes a snipe fest. A great balance is needed like de_dust2, de_inferno.
And finally more detail regarding "rough edges", sewer gates/borders/lightning etc. Same goes for the entire map, but that we already knew :P. Tbh, I think can help out alot regarding cosmetic touches for your map .
I have more indepth feedback to give and I have a suggestion for you j0lt. Think we go over the map together? Cause the rest of my ideas have more depth and require for us two to be ingame and go over things. Only if you have time ofc. Send me a private msg so we can exchange info if you want.
I would love to start contributing to this community once again. By seeing how good CSP is doing I got my hopes up again and like I wrote above, I smell potential when I see it and your map has that. With a few tweaks here and there it can become a great map!
Cheers!
PS. Sry for my awful english :P
Thanks for the feedback, you make some valid points. The overall look of the map is a constant work in progress, and I hope to iron out the weird/unrealistic architecture as I progress. I have a few ideas that I'm working on to fix some of those issues you mentioned.
Sent you a PM about going over the map, I'm all for to suggestions and going over things in the actual map :)
smartin
11-23-2009, 11:52 PM
Whoa, welcome back Impan. :p
whos that guy? old prez? :X
(sounds improved knows what hes talking about :))
Improved
11-24-2009, 12:16 PM
Whoa, welcome back Impan. :p
Thanks mate, yeah it was a while ago :)
whos that guy? old prez? :X
(sounds improved knows what hes talking about :))
:)
Well I was and "oldschool" csp supporter, but I went over to WoW and I'm stuck there atm. If I ever consider to quit WoW I would "come back", no doubt.
Cheers
haGisson
11-26-2009, 10:58 AM
Whoa, welcome back Impan. :p
Thanks mate, yeah it was a while ago :)
whos that guy? old prez? :X
(sounds improved knows what hes talking about :))
:)
Well I was and "oldschool" csp supporter, but I went over to WoW and I'm stuck there atm. If I ever consider to quit WoW I would "come back", no doubt.
Cheers
hmm... you could hand over your beta-tester status to me :ugeek:
Improved
12-16-2009, 04:24 AM
How are things looking j0lt? Any progress? You know we love them screens :P
Thanks in advance.
Sorry, no work done for ages on this. Just had other things on my mind right now.
How are things looking j0lt? Any progress? You know we love them screens :P
Thanks in advance.
What he said
Map is on hiatus. When I've finished csp_aztec I might come back to this, but I will have to start from scratch as the map is a mess :P
n69ky
01-25-2010, 07:04 AM
j0lt, are you good in taxturing? :o
you could do csp_venice if you want to :( i suck at texturing/details/lighting :(
I can make textures but I'm kind of busy, and when I finish Aztec I'll probably be even more busy with my education. :P
j0lt, are you good in taxturing? :o
you could do csp_venice if you want to :( i suck at texturing/details/lighting :(I'm no mapper, but the texturing on that first hotel building you did looked really good - did you make those yourself?
gregggggg
01-27-2010, 05:55 PM
i just loaded this map up and its got potential. its very unique and thats what i like.
jonasd
01-28-2010, 04:09 PM
played it through and the map design is good, but still it needs alot of stuff so the map doesn't feel so empty as it does atm.. :D
hxcguitarist
11-13-2010, 11:59 AM
Whatever happened to this project? I really liked the layout of it :) I felt like it was going to be another de_season kinda map and the competitive community would gobble it up like it was cake haha
Any work been done on this?
When I've finished csp_aztec (which is getting very close to being finished :D) I'll start on this again.
However I'll be starting this from scratch again because it's just too big and open. I'll use pretty much exactly the same layout, it will just be less open :)
hxcguitarist
11-14-2010, 12:56 AM
Sounds good! Can't wait to see how this goes :)
leetlamer
11-14-2010, 01:05 AM
Where can I download this? The original link isn't working.
It's not really worth downloading, come back in a while :P
sIMson
11-14-2010, 04:45 AM
w00t so I'll be waitin' fo' aztec ^^ Is it possible that we'll see aztec included with 1.05?
Unfortunately that's not really up to me. I personally think it's worthy of inclusion though, of course :P
PutridBeing
11-14-2010, 05:34 AM
Unfortunately that's not really up to me. I personally think it's worthy of inclusion though, of course :P
It better be or heads will roll.
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