de_takedown
Post Reply
Quote
Re: de_takedown
Posted by Ricky_C on Tue Dec 7th at 5:00pm 2004


Just thought i'd let you guys know that my map is ready for download...

It's taken me two solid weekends to finish it but i think the results were worth it

So Enjoy
[addsig]




Quote
Re: de_takedown
Posted by thundercleese on Tue Dec 7th at 5:37pm 2004


Looks pretty cool, have dl and try later [addsig]



Quote
Re: de_takedown
Posted by azelito on Tue Dec 7th at 6:40pm 2004


I cant focus on how it looks, there are crates!! [addsig]



Quote
Re: de_takedown
Posted by ReNo on Tue Dec 7th at 6:51pm 2004


Aze has a point - what are you doing with crates man?!

...Use barrels

[addsig]



Quote
Re: de_takedown
Posted by thursday- on Tue Dec 7th at 9:07pm 2004


Looks a bit blocky and bland. Although i'm in a bad mood tonight, I'll post something constructive tomorrow after college.
[addsig]




Quote
Re: de_takedown
Posted by Ricky_C on Wed Dec 8th at 1:34am 2004


thank thundercleese for downloading, i would like to know what you thought of it...

it's nice that everyone else downloaded it and played it. Yeah it nice that you rated the map without playing it, and there are barrels in the map .

i once got told that tyres are the 21st century crates
[addsig]




Quote
Re: de_takedown
Posted by ReNo on Wed Dec 8th at 2:21am 2004


No offence mate, but you can't really expect everyone who comments on your maps to actually test them in game, particularly if you are new to the place. Many of us have looked at more levels than we care to remember and it takes a lot to inspire us to download and play new levels. All I can suggest is get around the site, test others' maps and give them feedback and comments. Hopefully more people will return the favour
[addsig]




Quote
Re: de_takedown
Posted by Boxy on Wed Dec 8th at 11:04am 2004


I have the unique ability to actually give a level a playtest before commenting on it, and having done so I can say that, although this map is not perfect, it is cool looking and a lot of fun to play! The rounds are over quickly which i liked, long rounds are always a problem in CS.

I say if you havent played this map, and you think you can tell a map is great or not from a few screen grabs, then let go of your instincts and actually give the map a dam go on LAN with some mates, thats what I did, its immense!





Quote
Re: de_takedown
Posted by Ricky_C on Thu Dec 9th at 4:17pm 2004


I understand that ReNo, but its a bit disconcerting when people belittle your map without actually playing it. It's like rating a game just from pictures on the back.

[addsig]




Quote
Re: de_takedown
Posted by Boxy on Sat Dec 11th at 1:49pm 2004


On downloading this map, mainly due to some acclaim from the local forums, I dropped into a map that had clear influencs from the office map, but at the same time had a style all unto itself. The whole area has that 'worked in' feel to it, with pcs, phones and monitors in the office areas, and crates, barrels and tyres in the warehouse. <br> <br>There are some sweet little touches such as the set of doors near the Terrorist spawn point which have a lot of office junk behind them giving the feel of a bigger office that you just cant get to. <br> <br>The second thing that hits you once you have learnt this map is just how small it is, but this works to its advantage. The fights are quick to appear, theres plenty of corridor dog fighting, and the rounds come thick and fast, no waiting around for campers here! <br> <br>The architecture is also very good, enough to keep the eye entertained, but not enough to distract. The only problem I could see was maybe a slight lack of architectural design in the warehouse area, it had a slightly plain look to it, maybe a bit more 'room furniture' on the ceiling of the warehouse area would have resolved this. <br> <br>Overall, if you're a fan of the office style maps, and want quick, frantric rounds of action and no hanging around, then I can heartily recommend Ricky_C's de_takedown.<br /><br /><b>Verdict</b><br /><br />Quick, fast paced action in aesthetically pleasing surroundings



Quote
Re: de_takedown
Posted by Gwil on Sat Dec 4th at 1:39am 2004


Looking nice at the moment, I especially like the &quot;reception area&quot; shot (#3) - all nice and clean, looks convincing as an office. <br> <br>Without seeing a layout can't judge playability as a defuse map but the staging for some of the gun battles looks nice, and in the office ilk of fighting. Long range rifle battles and stairwell assaults smiley <br> <br>Looks good.



Quote
Re: de_takedown
Posted by Hugh on Sat Dec 4th at 3:49am 2004


Good texture usage.



Quote
Re: de_takedown
Posted by satchmo on Sat Dec 4th at 7:52am 2004


Looks nice so far, but I do have a few things to say... <br> <br>Why are there so many soda machines in the reception area? I think one is plenty, especially we're trying to deal with the obesity epidemic in the developed world. <br> <br>The columns in the garage/warehouse area look a bit separated from the ceiling (when I looked closely at the junction of these brushes). Is this done intentionally or will that be fixed in the final version of the map?



Quote
Re: de_takedown
Posted by Leperous on Sat Dec 4th at 11:12am 2004


In any work place that made you use a keyboard stuck in a tiny little &quot;enclosure&quot; like that (#3), the RSI and lack of a mouse would surely drive someone crazy.



Quote
Re: de_takedown
Posted by Ricky_C on Sat Dec 4th at 11:32am 2004


Thanks for all the suggestion... <br> <br>Definity need to lose a soda machine or two (Think theres another one somewhere in the building, altho they only sell water(See developers do care smiley)). <br> <br>I'll look in to re-designing the reception area(and include mice). <br> <br>I'll try and do something with the columns, but i do see your point. <br> <br>I'll hopefully have the map finished this weekend so serious play testing can begin. Then Hopefully release it towards the end of the week. <br> <br>Thanks again.



Quote
Re: de_takedown
Posted by Neural Scan on Sat Dec 4th at 4:42pm 2004


About the first screenshot, those steps look too big. Try making them half the size and give them some nice stair textures or something. At the moment it just looks like a chunk taken out of the concrete. <br> <br>Looking nice though, hope you finish it smiley



Quote
Re: de_takedown
Posted by Ricky_C on Mon Dec 6th at 3:12am 2004


Ok, The map is nearly ready for release... <br> <br>Me and my flat mates had a good couple of hours playing the map tonight and most of the problems with flow and design will be ironed out. <br> <br>Hopefully the map will be released on the 7th of December



Quote
Re: de_takedown
Posted by Andrei on Thu Dec 9th at 4:41pm 2004


In the second pic, the way the corridor is connected to the (larger) room is pretty plain and ugly. I'm not sure what you could do about it, but perhaps you could lower the ceiling?



Quote
Re: de_takedown
Posted by willow on Wed Feb 16th at 11:39pm 2005


I really like this map, it's always a good time on a full server. Fast Action and tons of gun fights.



Quote
Re: de_takedown
Posted by Boxy on Sat Dec 11th at 1:49pm 2004


On downloading this map, mainly due to some acclaim from the local forums, I dropped into a map that had clear influencs from the office map, but at the same time had a style all unto itself. The whole area has that 'worked in' feel to it, with pcs, phones and monitors in the office areas, and crates, barrels and tyres in the warehouse. <br> <br>There are some sweet little touches such as the set of doors near the Terrorist spawn point which have a lot of office junk behind them giving the feel of a bigger office that you just cant get to. <br> <br>The second thing that hits you once you have learnt this map is just how small it is, but this works to its advantage. The fights are quick to appear, theres plenty of corridor dog fighting, and the rounds come thick and fast, no waiting around for campers here! <br> <br>The architecture is also very good, enough to keep the eye entertained, but not enough to distract. The only problem I could see was maybe a slight lack of architectural design in the warehouse area, it had a slightly plain look to it, maybe a bit more 'room furniture' on the ceiling of the warehouse area would have resolved this. <br> <br>Overall, if you're a fan of the office style maps, and want quick, frantric rounds of action and no hanging around, then I can heartily recommend Ricky_C's de_takedown.

Design


Gameplay


Verdict
Quick, fast paced action in aesthetically pleasing surroundings

Pros
Small, tight, fast, pretty and incredibly good fun

Design
Architecture possibly a little plain in a few areas





Post Reply