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 $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 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 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.

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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.

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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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