cs_assault official!
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Re: cs_assault official!
Posted by Madedog on Sat Jun 4th at 11:08am 2005


http://www.steampowered.com/Steam/Marketing/June3.2005/img/CS_Assault_02.jpg
http://www.steampowered.com/Steam/Marketing/June3.2005/img/CS_Assault_03.jpg

Here it is! The map we've been all longing to see <img src=" SRC="images/smiles/icon_lol.gif"> <img src=" SRC="images/smiles/icon_biggrin.gif"> cs_assault, official by valve <img src=" SRC="images/smiles/icon_biggrin.gif">
Don't you guys just LOVE valve <img src=" SRC="images/smiles/icon_biggrin.gif">
Let us hope it will be out this week <img src=" SRC="images/smiles/icon_smile.gif">



HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee



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Re: cs_assault official!
Posted by ReNo on Sat Jun 4th at 12:48pm 2005


Smiley overload there mate Figured this map would be getting the official remake treatment sooner or later, though its never been one of my favourites to be honest. Still nice to see them putting out more content though. If they just remake nuke I'll be a happy bunny <img src=" SRC="images/smiles/icon_smile.gif">






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Re: cs_assault official!
Posted by French Toast on Sat Jun 4th at 1:06pm 2005


Quite. Oh well, I've gotten bored of it. I haven't looked back at CS once I started playing Plan of Attack.




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Re: cs_assault official!
Posted by wil5on on Sat Jun 4th at 1:32pm 2005


Itll be so much more satisfying shooting people off the top of the building when they fall down with ragdoll physics.


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



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Re: cs_assault official!
Posted by Spartan on Sat Jun 4th at 2:55pm 2005


As long as Valve doesn't touch de_torn I'm happy.




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Re: cs_assault official!
Posted by Cassius on Sat Jun 4th at 4:46pm 2005


I'm convinced that whoever made the original assault is a layout genius: it's the only CS map where the T's occasionally guard the hostages because of the way the building is designed.

This new version looks like s**t, though. Looks like they got Underpass' designer to crank out another vanilla C17-type map.




[Im_invisible] "I would suck a man off, but only for sustenance."



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Re: cs_assault official!
Posted by Spartan on Sat Jun 4th at 5:03pm 2005


I don't like how Valve is remaking the maps. Inferno looks nothing like Inferno. Assault need some fixes from the original but this new one doesn't look good. I hope to god Valve doesn't ever think of remaking nuke and torn. Especially de_torn, as I am currently remaking the map for CSS.




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Re: cs_assault official!
Posted by Cassius on Sat Jun 4th at 5:19pm 2005


Valve accepted Torn as official after some community prodding, I believe, and even then only to prove that they don't just like Dust maps (even though they accepted de_storm in the same release, I believe). I don't think they like it. Neither does the community, really.

I remember back in the day everybody saw Torn as the goddamned second coming. Ahhh... semi-old time CS mapping. I wish I still had the cs_militia RMF from when they released it.




[Im_invisible] "I would suck a man off, but only for sustenance."



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Re: cs_assault official!
Posted by SpiKeRs on Sat Jun 4th at 5:59pm 2005


Going from pics I like it, can see the city17 comparisons but imo cant see how they could get around that given the textures/engine they are using




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Re: cs_assault official!
Posted by DrGlass on Sat Jun 4th at 6:44pm 2005


Assault is set in Chicago (so they say)

and torn was made for offical relsease, and later bombed when the community got their hands on it.

I never understood why storm got to be offical, its like dust, only out of scale, has fewer textures, and more crates... game play was good but its was just so blan...






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Re: cs_assault official!
Posted by Cassius on Sat Jun 4th at 6:54pm 2005


No way. Torn was made by a community mapper. It was so pretty by the day's standards that everyone fawned over it, but when it went official, the gameplay was enough to turn everyone off.


[Im_invisible] "I would suck a man off, but only for sustenance."



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Re: cs_assault official!
Posted by ReNo on Sat Jun 4th at 7:26pm 2005


The new inferno is gorgeous! It might not look exactly like Inferno, but it works out for the better visually.






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Re: cs_assault official!
Posted by DrGlass on Sat Jun 4th at 9:00pm 2005


? quote:
The new inferno is gorgeous! It might not look exactly like Inferno, but it works out for the better visually.


It, along with other CS:S maps, just feels strange. I think its more the game than the map.

I could have sworn that Torn was made by a community mapper who was asked by valve to do so.




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Re: cs_assault official!
Posted by Campaignjunkie on Sat Jun 4th at 9:52pm 2005


Torn was made by Crinity and Madcross. I think. I believe Crinity made the map for the HL1 Matrix mod Existence (before it promptly died). But yes, it played badly even though it looked great. Very flat layout, very little vertical combat if I remember correctly.




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Re: cs_assault official!
Posted by Cash Car Star on Sat Jun 4th at 9:53pm 2005


I can't say whether or not Valve asked him to, but the man responsible for Torn (Crinity?) went nutso whooping up the hoopla prior to release. Every other weekend he was sending screenshots to PHL and CSNation, and the map is still one of the benchmarks of graphics in HL1. Why wasn't it popular? A few reasons I picked up:

* Overboard visuals: most people I knew couldn't play the map well when it came out. They could care less about graphics and even layout, so long as they get a decent framerate. Considering there were 512x512 textures for hanging plants and way to many ambient_generics, it was just a bit too much for some machines. The entity count was also ridiculously high, because it wasn't enough to the mapper to overturn a van in the street, it also had to be on fire in five different places with breakable glass windows. Still, the detail was fantastic and made incredible use of building ambience with inaccessible areas.

* Too many parallel paths: Classical mapping wisdom says that if two routes empty at the same spot, delete one. This has a drawback: do it too much and you'll get maps like militia that allow you to simply hold a crosshair on one spot and wait. Nonetheless, Torn had way too many routes. This led to new and casual players getting lost a lot, and also to an irritatingly campable section at the T spawn.

* Poor Bomb Site placement: Neither bomb spot is at the CT spawn. In fact, if CT's rush out, they probably won't even pass either bomb site before combat. Both spots were in side rooms, and not even marked with the generally accepted bomb target decal. Further compounding this problem was the irritatingly long route between the sites. Good design calls for a defensive CT to be able to check out both sites within the bomb timelimit, although it's not a bad idea to force him into some exposed areas to do so (cbble). Add in the afforementioned maze factor, and you got some issues.

Nonetheless, I still greatly enjoyed the map as it rewarded smart, stealthy play. There was a large amount of props to use as cover, and a large amount of height variation. I hate flat maps like storm that require little to no use of the z-axis.





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Re: cs_assault official!
Posted by Addicted to Morphine on Sat Jun 4th at 9:57pm 2005


Great summary of that map...

I always enjoyed the visuals, but it took rounds and rounds of playing to get the layout down. And for most of the CS players out there... rounds and rounds is way too long.

As for the new Assault, I really liked the way it looked, aside from the strange looking ladders, but that could just be the angle of the shot. It seems overextended and not quite stable.





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Re: cs_assault official!
Posted by Spartan on Sat Jun 4th at 10:00pm 2005


I remember de_torn as having great gameplay. I've been working on the layout for over a week now.




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Re: cs_assault official!
Posted by Cash Car Star on Sat Jun 4th at 10:13pm 2005


? quoting Campaignjunkie
Very flat layout, very little vertical combat if I remember correctly.
The layout as a whole was fairly flat, but the different rooms had a large amount of height variation. The central chamber was essentially a pit that the T's would have to fight out of, and there was junk everywhere that could put you right above someone's head. It's not as giant as the height differentials in a map like Aztec, but the whole map is a lot more close quarters, and it works for the scale of the thing.

As to the new assualt screens, here are the things I noticed:

Shot #2: Note the door on top of the large boxes in the back. Either it's been raised to up there from the floor or a fourth route into the warehouse has been added. Either way, I think it'll prove to be for the better as it means people on the roof will have somewhere to go if the vent's tied up.

Shot #3: The hut on the left means that CT snipers attempting to clean out the warehouse by shooting in the main door will have something to duck behind when reloading (the ones attempting to actually help from street level, not those too chicken s**t to leave the bridge). The right side of the street looks to have been designed to give CT's some aerial advantage without giving them the tedious camping positions they used to have.

All in all, I expect like the first one that it will be a fun map to play on with an intermediate skill level group. Beginners will continue to sit where they're not accomplishing and expert T snipers will still scare the hell out of CT's. I expect they also removed the ability to HG spam the vent, but at the very least CSS won't give it the ridiculous splash damage effects it used to have.





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Re: cs_assault official!
Posted by $loth on Sat Jun 4th at 10:40pm 2005


The inside looks very different, and so does the whole map. I prefer cs, not css.




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Re: cs_assault official!
Posted by G.Ballblue on Sun Jun 5th at 10:57pm 2005


? quoting Cash Car Star
512x512 textures for hanging plants

I thought Half-Life was designed to explode when you used any texture above 256x256, with the exception of some strange 16x1024 combination...




Breaking the laws of mapping since 2003 and doing a damn fine job at it




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