de_dust_pcg
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Re: de_dust_pcg
Posted by SpiKeRs on Thu May 12th at 8:55am 2005


A new Dust has been made by DaveJ. Read some of this:

http://forums.steampowered.com/forums/showthread.php?s=&threadid=289226

and then check out his response on his blog:

http://blog.johnsto.co.uk/?action=view&id=78

Find it quite funny that the maker of de_dust etc forgot to do a full compile (not that I can really talk...)







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Re: de_dust_pcg
Posted by Leperous on Thu May 12th at 9:02am 2005


I find it bizarre that he feels the need to use visgroups fully on such a simple, flat map <img src=" SRC="images/smiles/confused.gif">



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Re: de_dust_pcg
Posted by mazemaster on Thu May 12th at 8:49pm 2005


For me at least if you make anything decently large in Hammre it slows to a crawl if you don't hide stuff with visgroups. [addsig]



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Re: de_dust_pcg
Posted by Push6 on Thu May 12th at 11:44pm 2005


? quote:
For me at least if you make anything decently large in Hammre it slows to a crawl if you don't hide stuff with visgroups.


Same for me.


Back on the topic though, it irk's me that such a talented mapper has to rehash ideas from 5 years ago. Surely he can think of something more original?

I have no doubt it is a very good map, though. I just wish it wasnt another mash up.
[addsig]




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Re: de_dust_pcg
Posted by JFry on Fri May 13th at 12:18am 2005


I'm pretty sure he was contracted by some magazine or website to do it. By the way the link to his blog gives me this error:

Fatal error: Call to undefined function: correcturi() in /var/www/blog/php/johnstoComments.php on line 194





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Re: de_dust_pcg
Posted by Leperous on Fri May 13th at 8:25am 2005


? quoting mazemaster
For me at least if you make anything decently large in Hammre it slows to a crawl if you don't hide stuff with visgroups.

Of course, but Dust is hardly 'large' by anyone's standards. Perhaps it's just force of habit... ah well, more important things to be worrying about right now <img src=" SRC="images/smiles/icon_smile.gif">





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Re: de_dust_pcg
Posted by $loth on Sat May 14th at 9:13pm 2005


I was just playing on it and I don't like it one bit tbh, the teams were balanced as far as I could see but the T's seemed to get to the bomb sites to easily and quickly.

[edit] and that wasn't by them using exploits.




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Re: de_dust_pcg
Posted by DrGlass on Mon May 16th at 3:07am 2005


I havn't seen it or anything but I wish that the whole dust thing would go away. I never liked any of the dust maps from a mapping stand point. I'd really like maps like Militia, Siege, 747, etc. to make a come back.

CS maps (with a few exceptions) are just layouts rather than situations. Its like mappers area playing mad-libs...

Terrorist run down path A or B to bomb ______ or ______ (something that can fit in a crate). Then its just a matter of placeing a sniper nest and an area for gun fights.





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Re: de_dust_pcg
Posted by French Toast on Mon May 16th at 3:18am 2005


I think that people need to stop bashing CS

I don't really like dust, but siege and militia are great maps.

Say anything you like about CS but you know that it is a great mod with good maps and good gameplay.




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Re: de_dust_pcg
Posted by DrGlass on Mon May 16th at 7:27am 2005


oh I'm not bashing, I play CS almost every day! I love the game, but the community and maps are going in the wrong direction in my opnion.

Its gone from situational maps for public server play to leauge maps and kill box maps for small team and lan play.

Even if game play isn't perfect and balanced I would respect a map that really fit the CS theme rather than another blan CAL map.




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Re: de_dust_pcg
Posted by $loth on Mon May 16th at 8:03am 2005


? quote:
but the maps are going in the wrong direction in my opnion.



de_port seems to be going that way aswell, I've only played it a few times but I feel like the rounds ended too soon, in older maps like militia and siege the rounds lasted longer.




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Re: de_dust_pcg
Posted by SpiKeRs on Mon May 16th at 8:05am 2005


would you say with cs:s valve seem to be going down the situational map path with these new maps de_port & cs_compound? It seems to me, they are putting more effort into the maps they have released since cs:s came out, that what they did with the ones that came with it.




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Re: de_dust_pcg
Posted by Leperous on Mon May 16th at 8:26am 2005


Slightly offtopic, but I'm not impressed with the construction of de_port- the skybox is quite large and 'new' (though a bit empty) and the ship is just pants <img src=" SRC="images/smiles/sad.gif">



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Re: de_dust_pcg
Posted by Agent Smith on Mon May 16th at 8:41am 2005


I agree entirely Lep, not to mention the fact that most new CS:S maps seem to follow the same layout: a big loop path around a central area. There isn't really much difference in layout between compound and port.

On another note inferno looks incredible. I couldn't believe how awesome they made it look. I always hated the original because it was so painful on the eyes, but this remake is pure vanilla.

It seems valve generally do better when they are doing remakes rather than new maps, as the new ones seem to be rather uninspired in both gameplay and visuals, where as the remakes which use a pre-established/proven layout leave more time for working on the visuals. Of course this seems limited to HL2DM, CS:S and I'd imagine the same will happen with DOD:S when its finally released, where as HL2 is contrary to this trend.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: de_dust_pcg
Posted by DrGlass on Mon May 16th at 9:23am 2005


I like compound and port becuase of their open layout. The dust clone sticks to the style of one long hallway and one gun fight point, then the bomb sites are just stacks of crates.

And thats another thing, I hate crates. I have never seen more than one or two hind-behindalbe crates just sitting around in my whole life.

I do really like inferno, it shows off what is possible with a great model team behind the map. Though the skybox is pathetic (I think, I didn't play it much). It feels so real and looks very nice, but I dont get the sence that its part of a larger world.




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Re: de_dust_pcg
Posted by Agent Smith on Mon May 16th at 9:36am 2005


I suppose the thing about Inferno was that it showed what the Source engine can really do, not like some of the other, rather poor remakes like cobble. Of course your point about a great model team is very true, the chances of one of us producing something similar from scratch is slim to none.

As far as its setting goes its supposed to be a small hamlet somewhere, either italy or mexico (possibly), which is largely disconnected from cities and things. While its perhaps not a particularly realistic setting for a CS map, it is still entirely convincing in its creation as an environment.

Like you Dr I also enjoy the new open layout of Compound and Port, even though port is rather shoddy in its construction. However I find that unless AWP's are turned off on the server, these maps become nothing more than a camp/sniper fest, which majorly sucks. The problem is that valve should be able to make large open maps without having to resorting to this formulaic layout, allowing for gameplay other than sniper wars as well.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: de_dust_pcg
Posted by Dred_furst on Mon May 16th at 4:40pm 2005


? quote:
I'm pretty sure he was contracted by some magazine or website to do it. By the way the link to his blog gives me this error:


Yes, Yes he was, its been featured in my PC gamer magasine with a tutorial on how to do it <img src=" SRC="images/smiles/icon_biggrin.gif">



I need a new sig



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Re: de_dust_pcg
Posted by DrGlass on Mon May 16th at 5:16pm 2005


I dont think any one can really make any middle to long range area of a map "sniper proof" There are alot of people who can use the AWP at very close range and do quite well.

I think infernor did it very well though, all the AWP spots can be flanked with reletive cover. That is also true about port, with the underground tunnle system you can spot an AWPer and use the tunnles to sneak up behind him






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