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  1. #1
    Senior Member n3krO's Avatar
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    [RELEASE] csp_cbble_beta2

    After the release of the first beta i started adding new paths to balance the map, the start and end of those paths along with the new custom textures made by TUROcK can be found at the WIP thread.

    I've just finished the mountain, compiled the map and uploaded it to fpsbanana.
    As any map with textures you just need to umcompress the rar file to your sourcemods folder

    For any suggestion or application for the beta team please use the WIP thread.

    Those who downloaded the map before the release of Patch 1 you can just download the Patch 1, if you havn't download it yet, you can download it from gamebanana that's already with the patch.

    If the beta3 takes too much time to release i will make a new patch with the .res file, at least server hosters should download that latter patch to avoid problems with the custom textures.

    Download
    Patch 1

    n3krO & TUROcK
    We CS
    Last edited by n3krO; 02-24-2012 at 05:06 PM.
    majkool's work:
    [MOD] Cs1.6, CSS and "New" | AWP Scopes
    [MOD] Scoreboard With 1.6 Style
    [CONCEPT] Scoreboard


    WildBeast's work:
    [CONCEPT] Menu and Scoreboard GUI

    "Don't worry, we will update graphics and animations. As a particular human being would say" - n69ky

    "No, cs 1.6 isn`t dead, but undead. It`s head is off and it still beats GO at popularity." - pRopaaNS

  2. #2
    QA Tester [EA]'s Avatar
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    Very nice! I'll hop on this once I have my afternoon nap later.
    Official CSPromod Mumble:
    IP: 193.27.193.4
    Port: 40000
    ----------------------------
    Join #cspromod @ QuakeNet to find gathers/mixes/scrims/PUGS/whateverthefuckyoucallthem
    Join #cspromod @ GameSurge to talk to the developers of CSPromod
    ----------------------------
    Send all your business propositions to: alex@myeg.net

  3. #3
    Senior Member n3krO's Avatar
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    Added link to the patch, it includes the BSP with the cubemaps built and with a new SSBump texture for the roof tiles, now the roof tiles might look more natural.

    [Check First Post]
    majkool's work:
    [MOD] Cs1.6, CSS and "New" | AWP Scopes
    [MOD] Scoreboard With 1.6 Style
    [CONCEPT] Scoreboard


    WildBeast's work:
    [CONCEPT] Menu and Scoreboard GUI

    "Don't worry, we will update graphics and animations. As a particular human being would say" - n69ky

    "No, cs 1.6 isn`t dead, but undead. It`s head is off and it still beats GO at popularity." - pRopaaNS

  4. #4

  5. #5
    New Member
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    Hi , i want play with you
    (i 've a dedicate server if you want ? )
    my steam ID : diima13012

  6. #6
    QA Tester [EA]'s Avatar
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    Here's my feedback to far:

    -When walking on the grass, is it supposed to make the floor noise?
    -The floors in the building (in my opinion) look too shiny/bright. Sometimes I think it's a copper floor instead of wood.
    -Is the hill near B bombsite still WIP?
    -The texture's look nice.
    -I think the extra tunnels added to the default de_cbble are a little too long. I easily got lost in there.
    -No vines near T spawn?
    Official CSPromod Mumble:
    IP: 193.27.193.4
    Port: 40000
    ----------------------------
    Join #cspromod @ QuakeNet to find gathers/mixes/scrims/PUGS/whateverthefuckyoucallthem
    Join #cspromod @ GameSurge to talk to the developers of CSPromod
    ----------------------------
    Send all your business propositions to: alex@myeg.net

  7. #7
    Senior Member n3krO's Avatar
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    Quote Originally Posted by [EA] View Post
    Here's my feedback to far:

    -When walking on the grass, is it supposed to make the floor noise?
    -The floors in the building (in my opinion) look too shiny/bright. Sometimes I think it's a copper floor instead of wood.
    -Is the hill near B bombsite still WIP?
    -The texture's look nice.
    -I think the extra tunnels added to the default de_cbble are a little too long. I easily got lost in there.
    -No vines near T spawn?
    - I would like to answer your question with 2 questions, why at csp_dust2 we have concrete sound when we walk over dust ground? and, why at cs1.6 wood crates makes concrete sound when you walk over them? :O I thinks it's weird when i walk over wood-floor at my map and i hear that wood sound, i don't know about you guys, but i'm all for only having concrete and metal sound at cspromod such as in cs1.6 :O what do you think about it guys?
    - The wood floor is intended to feel recently polished, that's why it uses cubemaps.
    - Everything is still WIP at this map, but if you are going to ask to have the hill just as it's in cs1.6 i'm already answering a no. In cs1.6 it doesn't feel like an hill :O
    - We just have to thx TUROcK for his work
    - I felt the same when i played on the map this afternoon, i already have some ideas to make them feel/be shorter, tomorrow a community will do a mix and i'm waiting for his feedback to decide to remove/add any new path but i might delete/cut some of the new pathes and make others... Testing is the only way to know if things are going in the correct way
    - did you miss them? damn, i thought no1 would notice that I'm thinking about revamping T's base and if i do so, the vines will look out of place there...

    All i would like to ask is for more feedback, and not just about textures, i think i'm already regretful about implementing them at this beta since you are giving more feedback based on it instead of giving feedback on the new paths And to give feedback on that there need to be some mixes to understand what's wrong and to give ideas of how to fix this.
    majkool's work:
    [MOD] Cs1.6, CSS and "New" | AWP Scopes
    [MOD] Scoreboard With 1.6 Style
    [CONCEPT] Scoreboard


    WildBeast's work:
    [CONCEPT] Menu and Scoreboard GUI

    "Don't worry, we will update graphics and animations. As a particular human being would say" - n69ky

    "No, cs 1.6 isn`t dead, but undead. It`s head is off and it still beats GO at popularity." - pRopaaNS

  8. #8
    Contributor/Tester n69ky's Avatar
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    Well I think one additional path to enter B for Ts and CTs would do the trick for better chances for a rush on the T side and a better retake (faster) rotation for Cts. I counted today like 3? New paths to B and a lot of corridors for CTs

    Original T rush paths for A should remain in my opinion maybe CLOSE the path below the windows (with the ladder up) and add smaller doors into the big sealed doors so CT AWPrs don't have that much of an advantage.

    N69 out
    men1kmati: 'when the fuck is this shit coming out...'
    CREDiBLE: 'I felt exactly the same way some weeks ago. Try Dulcolax, mate. Worked for me.'

  9. #9

  10. #10
    Senior Member n3krO's Avatar
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    Insteresting ideas, thought i'm not going to use them, would be interested why you've chosen those ideas?

    I would also like to clarify why you havn't seen BETA3 yet.... among other things i had 3 weeks with at least 1 exam per day and this following week i won't be at the PC at all... hopefully by 10th April i may come with the BETA3, i think i could adress the biggest problems of the BETA2 (too easy for Ts to take B, paths are too big, specially the one from base CT to bombsite B, lack of connection between new and old pathes) and improved upon...

    I hope CSP 1.09 will give me a wider opportunity to test this map since then there will be a lot more players and servers.

    Oh, and i would like to know what you prefer, csp_cbble or csp_cObble
    majkool's work:
    [MOD] Cs1.6, CSS and "New" | AWP Scopes
    [MOD] Scoreboard With 1.6 Style
    [CONCEPT] Scoreboard


    WildBeast's work:
    [CONCEPT] Menu and Scoreboard GUI

    "Don't worry, we will update graphics and animations. As a particular human being would say" - n69ky

    "No, cs 1.6 isn`t dead, but undead. It`s head is off and it still beats GO at popularity." - pRopaaNS

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