Could I please get opinions on this map? I am going to be doing a lot more with it such as displacment mapping, skybox editing, and what not. (the background cliffs are in a skybox) Also, I will be changing the name, and adding some extra areas into the siege recreation as I want to put new stuff in it. Let me know what you think so far!
Thanks!
Re: cs_siege
Posted by HeeroYuy on Thu Feb 17th at 4:32pm 2005
Posted by HeeroYuy on Thu Feb 17th at 4:32pm 2005
Re: cs_siege
Posted by Gwil on Thu Feb 17th at 4:36pm 2005

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Posted by Gwil on Thu Feb 17th at 4:36pm 2005
Er looks ok, pretty basic and simple at the moment.
You need to add light fixtures to where your light comes from, and possibly consider changing the light entities to light_spot ?
Can't really comment on anything in depth from those screenshots
Oh and besides the sewer tunnel, it looks bugger all like cs_siege.
[addsig]
You need to add light fixtures to where your light comes from, and possibly consider changing the light entities to light_spot ?
Can't really comment on anything in depth from those screenshots
Oh and besides the sewer tunnel, it looks bugger all like cs_siege.
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Re: cs_siege
Posted by HeeroYuy on Thu Feb 17th at 4:55pm 2005
Posted by HeeroYuy on Thu Feb 17th at 4:55pm 2005
Yeah, i've got some new screenshots for it, but I can't seem to delete the old ones, and upload the new ones. Anyone got any suggestions?
Re: cs_siege
Posted by Leperous on Thu Feb 17th at 5:18pm 2005

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Posted by Leperous on Thu Feb 17th at 5:18pm 2005
Erk my bad, sorry, try reuploading them now.
Also, change the map's name- the original is not yours for a start, and given that your version will not become world-famous and played everywhere (harsh but true) there may be name clashes with other remakes...
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Re: cs_siege
Posted by HeeroYuy on Thu Feb 17th at 5:39pm 2005
Posted by HeeroYuy on Thu Feb 17th at 5:39pm 2005
When I upload the new ones, it still seems to make the old ones appear instead of the new. I've checked my files, and I'm uploading the correct ones.
Re: cs_siege
Posted by fraggard on Thu Feb 17th at 5:59pm 2005

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Posted by fraggard on Thu Feb 17th at 5:59pm 2005
Refresh?
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Re: cs_siege
Posted by HeeroYuy on Fri Feb 18th at 2:48am 2005
Posted by HeeroYuy on Fri Feb 18th at 2:48am 2005
Yeah, I have. It's strange.
Re: cs_siege
Posted by HeeroYuy on Mon Feb 21st at 8:51pm 2005
Posted by HeeroYuy on Mon Feb 21st at 8:51pm 2005
Ok, I have new screenshots up for it. It correctly uploaded two of the three screenshots I wanted to upload. It appears that there is a bug with the uploads. However, at least you get some idea of things.
Well, if you want to critique what you can see, I'd love to get more feedback guys!
Thanks!
Re: cs_siege
Posted by DrGlass on Mon Feb 21st at 10:48pm 2005

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Posted by DrGlass on Mon Feb 21st at 10:48pm 2005
screen 1: the tunnle is way too large, the hole dosn't look like
somthing you would find in a normal sewer. Even the one in
the real siege wasn't too real. The wide rectangle clean cut hole
looks too fake.
screen 2: Not bad at all, work on the model placment (green generator is just free standing out there) with out the props though, it is just a blan empty space.
screen 3: Again, if you take out the props that is just a square room. Wall texture looks horrible. Lighting is very poor. you have the same light fixture all over the room. Spred them out a bit, shadows will add depth to the room. Also add some decals, like water stains, pealing plaster, or posters these will break up the texture of the wall.
[addsig]
screen 2: Not bad at all, work on the model placment (green generator is just free standing out there) with out the props though, it is just a blan empty space.
screen 3: Again, if you take out the props that is just a square room. Wall texture looks horrible. Lighting is very poor. you have the same light fixture all over the room. Spred them out a bit, shadows will add depth to the room. Also add some decals, like water stains, pealing plaster, or posters these will break up the texture of the wall.
[addsig]
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Re: cs_siege
Posted by HeeroYuy on Wed Feb 23rd at 5:14am 2005
Posted by HeeroYuy on Wed Feb 23rd at 5:14am 2005
Maybe some rubble for the sewers? I don't know exactly how I'd do that... Any ideas on how to make the sewer look better?
Re: cs_siege
Posted by Yak_Fighter on Wed Feb 23rd at 9:03am 2005

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Posted by Yak_Fighter on Wed Feb 23rd at 9:03am 2005
If you're remaking the original cs_siege I'd say don't bother. That was always the worst official map and doesn't deserve to be played ever again... unless of course you've got a real hard-on for sniper rifles, constant and unstoppable camping, and long drawn out rounds.
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Re: cs_siege
Posted by DrGlass on Wed Feb 23rd at 9:32am 2005
I dont agree! I for one love siege... most people arn't up for the challenge of the map. You have a point about the sniper rifle and camping. I supose I like any map that isn't a dust remake or CPL type map. cs_maps just screem counter-strike to me, they are the real deal in my mind.
[addsig]

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Posted by DrGlass on Wed Feb 23rd at 9:32am 2005
? quote:
If you're remaking the original cs_siege I'd say don't bother.
That was always the worst official map and doesn't deserve to be played
ever again... unless of course you've got a real hard-on for sniper
rifles, constant and unstoppable camping, and long drawn out rounds.
I dont agree! I for one love siege... most people arn't up for the challenge of the map. You have a point about the sniper rifle and camping. I supose I like any map that isn't a dust remake or CPL type map. cs_maps just screem counter-strike to me, they are the real deal in my mind.
[addsig]
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Re: cs_siege
Posted by Yak_Fighter on Wed Feb 23rd at 3:47pm 2005

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Posted by Yak_Fighter on Wed Feb 23rd at 3:47pm 2005
Once they added the Scout to the arsenal of weapons and increased the amount of money you get per round which allowed for a scout at least every two rounds if you're losing they effectively made siege obsolete. The layout may have worked in CS beta 1 (if they had a round timer that is) but once sniper rifles became so prevalent it became basically broken. Same thing with assault. They were designed for a different version of CS than the one we have now, and it's painfully obvious that they just don't work any more.
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Re: cs_siege
Posted by Razorub on Thu Feb 24th at 6:07am 2005
Posted by Razorub on Thu Feb 24th at 6:07am 2005
I have to agree with Yak.
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Re: cs_siege
Posted by HeeroYuy on Sun Feb 27th at 3:44pm 2005
Posted by HeeroYuy on Sun Feb 27th at 3:44pm 2005
New screenshots up. Anyone care to critique?
Re: cs_siege
Posted by ReNo on Sun Feb 27th at 4:02pm 2005

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Posted by ReNo on Sun Feb 27th at 4:02pm 2005
Screen 1 - I'd lose the spotlight effect on those lights - they are
really meant for actual spotlights as opposed to strip lighting. Try
putting in some parking space markers, posters on the walls, and other
overlays to make the place a bit more visually varied. The texture set
you have chosen here is all extremely monotone as well, consider
changing one or two textures to something a bit less grey.
Screen 2 - Your rockwork is in desperate need of improvement, and the scale looks completely off compared to the old siege. Consider decompiling the original to find the correct sort of scale, but don't use any of the actual brushwork it spits out as it will be horribly made. The ground and cliff textures look really repetitive, perhaps scale them up a little bit (eg. 0.5 instead of 0.25) and use some texture blending (paint alpha in the displacement tool, when using a texture with "blend" in the title).
Screen 3 - Dull but somewhat realistic. Put a frame on that doorway and perhaps even an opened door, or perhaps make it into a double door and keep one of the two doors closed or something. Put some overlays on the walls, some simple pillars perhaps, anything to stop it being so flat and repetitive. Consider adding some vents along the ceiling in places.
[addsig]
Screen 2 - Your rockwork is in desperate need of improvement, and the scale looks completely off compared to the old siege. Consider decompiling the original to find the correct sort of scale, but don't use any of the actual brushwork it spits out as it will be horribly made. The ground and cliff textures look really repetitive, perhaps scale them up a little bit (eg. 0.5 instead of 0.25) and use some texture blending (paint alpha in the displacement tool, when using a texture with "blend" in the title).
Screen 3 - Dull but somewhat realistic. Put a frame on that doorway and perhaps even an opened door, or perhaps make it into a double door and keep one of the two doors closed or something. Put some overlays on the walls, some simple pillars perhaps, anything to stop it being so flat and repetitive. Consider adding some vents along the ceiling in places.
[addsig]
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Re: cs_siege
Posted by $loth on Sun Feb 27th at 4:10pm 2005

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Posted by $loth on Sun Feb 27th at 4:10pm 2005
I would say:
Screen 1: Half the number of the light's, some contrast can be good, also the wall's look a bit plain, look at the "trim" textures and use one of them to break it up, also it can be broken up vertically, the wall doesn't have to be straight to the next wall, it could also have a block which is sticking out.
Screen 2: With the rocks make the bottom stick out so that it looks more curved, both horizontally and vertically, some difference in verticle ness and horizontalness is good. also with the walls on that building split them up with trim/ sticky-out-ness.
Screen 3: You could cut one of those tiles out so that it looks out of place, walls again -trim and less lighting.
[addsig]
Screen 1: Half the number of the light's, some contrast can be good, also the wall's look a bit plain, look at the "trim" textures and use one of them to break it up, also it can be broken up vertically, the wall doesn't have to be straight to the next wall, it could also have a block which is sticking out.
Screen 2: With the rocks make the bottom stick out so that it looks more curved, both horizontally and vertically, some difference in verticle ness and horizontalness is good. also with the walls on that building split them up with trim/ sticky-out-ness.
Screen 3: You could cut one of those tiles out so that it looks out of place, walls again -trim and less lighting.
[addsig]
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Re: cs_siege
Posted by DrGlass on Mon Feb 28th at 12:59am 2005

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Posted by DrGlass on Mon Feb 28th at 12:59am 2005
reno and sloth said it all.
Add some decals to break up the very flat wall texure you are using. Play around with displacment mapping some more and get a real feel for it, then come back and try to tackle those rock walls.
[addsig]
Add some decals to break up the very flat wall texure you are using. Play around with displacment mapping some more and get a real feel for it, then come back and try to tackle those rock walls.
[addsig]
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Re: cs_siege
Posted by HeeroYuy on Tue Mar 1st at 5:51pm 2005
Posted by HeeroYuy on Tue Mar 1st at 5:51pm 2005
Yep, yep! I agree, guys. I've got the displacment maps half done for the rock walls. It's looking much better in that area. I'll also look at the texture scaling. I'll definately do some playing around with overlays and decals to make it not look so bland. Anymore feedback, let me know.
Re: cs_siege
Posted by $loth on Tue Mar 1st at 6:37pm 2005

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Posted by $loth on Tue Mar 1st at 6:37pm 2005
In the 1st pic I don't really like the placements of the vehicles, I
would have the little tank at the front of the pillar as they looked
cramed up.
[addsig]
[addsig]
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