Maybe move the car on the left somewhere else. The tank is what's allowing the player to crawl into that vent
Re: cs_siege
Posted by HeeroYuy on Wed Mar 2nd at 12:55am 2005
Posted by HeeroYuy on Wed Mar 2nd at 12:55am 2005
Re: cs_siege
Posted by HeeroYuy on Wed Mar 2nd at 2:44pm 2005
Posted by HeeroYuy on Wed Mar 2nd at 2:44pm 2005
I have done displacment maps for most of the map (only half of ct spawn
left to do), and I did some scaling on a lot of the textures. I
took care of the lighting issues, and added decals to the lab area to
make the room look more interesting. I also installed a door to
the lab. More doors to come. I'll upload screenshots as
soon as I can.
Re: cs_siege
Posted by HeeroYuy on Wed Mar 2nd at 7:45pm 2005
Posted by HeeroYuy on Wed Mar 2nd at 7:45pm 2005
New screenshots are up. Critiques?
Re: cs_siege
Posted by DrGlass on Thu Mar 3rd at 4:31pm 2005

DrGlass
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Posted by DrGlass on Thu Mar 3rd at 4:31pm 2005
screen one is looking great, try turning out one of the lights in there to make some light contrast.
screen two, there are too many decals it is way to busy. that arabic writing and the NP dont seem to fit at all.
screen three, not bad at all add some rock models for a bit of cover and think about a better way to do that far wall above the entrance to the parking lot, the reapeating texture dosn't look all that great.
[addsig]
screen two, there are too many decals it is way to busy. that arabic writing and the NP dont seem to fit at all.
screen three, not bad at all add some rock models for a bit of cover and think about a better way to do that far wall above the entrance to the parking lot, the reapeating texture dosn't look all that great.
[addsig]
DrGlass
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Location: USA
Occupation: 2D/3D digital artist
Re: cs_siege
Posted by HeeroYuy on Thu Mar 3rd at 4:57pm 2005
Posted by HeeroYuy on Thu Mar 3rd at 4:57pm 2005
Eeeek! Dangit! Forgot to rescale the textures in the skybox! That one above the parking lot on the far wall is actually in the skybox. The map is surrounded by cliffs to give the impression that it's in the middle of a vast setup of canyons with oil refineries here and there.
Re: cs_siege
Posted by RadiKal on Thu Feb 17th at 1:59am 2005
Posted by RadiKal on Thu Feb 17th at 1:59am 2005
I'm always interested in remakes of old CS maps. It's coming along but it looks like it needs a lot more detail (props, decals,etc) because many of the rooms look fairly empty right now. Also, please don't name the map cs_siege....name it something OTHER than the official title.
Re: cs_siege
Posted by cbk on Thu Feb 17th at 2:05am 2005
Posted by cbk on Thu Feb 17th at 2:05am 2005
I see funny colors : )
Re: cs_siege
Posted by Jezpuh on Thu Feb 17th at 2:16am 2005

Jezpuh
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Location: Assen, Netherlands
Occupation: School
Posted by Jezpuh on Thu Feb 17th at 2:16am 2005
Mad scales, randomly placed lights, lack of textures. Even the original siege looks better. Fix all that first.
Jezpuh
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Location: Assen, Netherlands

Occupation: School
Re: cs_siege
Posted by Myrk- on Thu Feb 17th at 9:11am 2005

Myrk-
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Location: Plymouth, UK
Occupation: CAD & Graphics Technician
Posted by Myrk- on Thu Feb 17th at 9:11am 2005
Ok, what you need to do is actually get the layout and scale perfect, else the gameplay will be different... I've noticed many differences between the 2 maps so far. My recommendation (as with all CS remakes) is try and get a hold of the original rmf. It'll be on the net somewhere, I personally have a copy of militia's rmf :P
Myrk-
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Location: Plymouth, UK

Occupation: CAD & Graphics Technician
Re: cs_siege
Posted by Leperous on Thu Feb 17th at 12:10pm 2005

Leperous
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Location: UK
Occupation: Lazy student
Posted by Leperous on Thu Feb 17th at 12:10pm 2005
Give it a different name, the original was not yours and there may be confusion if Valve/original author should want to remake it.
Leperous
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Location: UK
Occupation: Lazy student
Re: cs_siege
Posted by grippY on Thu Feb 17th at 2:52pm 2005
Posted by grippY on Thu Feb 17th at 2:52pm 2005
I agree with you , myrk. . sort of. The layout should be quite similar, but not perfect. With the new source engine it is inevitable that gameplay on every remake is going to be different. It is on every map so far. Each map is pretty much the same, but there are small tweaks that make you never want to play 1.6 again. That's what's so cool about source.
Re: cs_siege
Posted by HeeroYuy on Thu Feb 17th at 3:16pm 2005
Posted by HeeroYuy on Thu Feb 17th at 3:16pm 2005
Yep yep. I agree guys. Lack of textures and other stuff is something I'm currently working with. I've been fixing bugs lately, but I will be soon moving to asthetics. I plan to do a lot more work with it before it is complete.Fear not! It will have quite a bit more stuff, and the layout will not be all the same either. I have plans for that. Also, yes, I will change the name.
Re: cs_siege
Posted by G4MER on Mon May 30th at 8:23pm 2005
Posted by G4MER on Mon May 30th at 8:23pm 2005
Heh, well considering I am doing the very map at the moment, but I had planned on not doing it the same as the original because I suspect Valve will re-release someday in the future, and I wanted to just capture the idea behind the map. Some problems with yours is its a blind run into what will be AWPer hell, no cover, and the textures are pretty bad. And thats just from the screenshots above. I do like the displacement walls you did.. but they can be better.. like the displacement walls done in the other siege map here, his are fantastic.
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