de_archeo
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Re: de_archeo
Posted by Dash on Thu Mar 10th at 10:48pm 2005


Hey, I've been a fervent visitor to the pit (I've known the place for 2 years now) and decided I might hop in.

I made this map a while ago, but never really did I "release" it. It was made for CS 1.6 (actually I started this map when CS had just left beta), and I found it a few days ago. I refitted it just a bit, optimized it a little, and decided to just throw it in as a little "introduction" map

Hope you like it, it's very jam-packed... I think I have good control over space and how to make manageable maps in a very small environment. I tried to use as little space as needed. The map is still playable 16 vs 16, but I strongly recommend 5 vs 5 to 8 vs 8 games! The bots, for some reason I ignore, do not go in the underground tunnels, so BOT Terrorists will keep planting at the B spot though the A spot is more accessible for them)

I'm already working on the same map (actually, from scratch) for CS:S with a nicer layout and more atmosphere!




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Re: de_archeo
Posted by Gwil on Thu Mar 10th at 10:59pm 2005


That the same Dash from the old old Wireplay/Gameplay community? Strange to see an old name if it is, but you won't remember me though if it is. If it's not, bleh Ignore me!

Map looks pretty cool, architecture is a bit sparse on detail - Source should give you plenty of room to spice it up a little though. Can't really say much, aside from the lighting is a little drab, and the floors could use some displacements (in Source) or a bit of triangle terrain work in CS 1.6.

Looks pretty solid all round though, good job.
[addsig]




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Re: de_archeo
Posted by Leperous on Thu Mar 10th at 11:04pm 2005


It also looks a bit flat outside- some more vertical variation and a funky skybox would be nice- and the environmental light seems to be a funny colour... And the tiled floor in #2 looks terrible



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Re: de_archeo
Posted by Dash on Thu Mar 10th at 11:13pm 2005


Gwil, your name rings a bell but Wireplay/Gameplay doesn't As far as I know, we're 2 Dash's in the CS community XD

Thanks for the comments and Leperous, I do agree somehow, that tiled floor looks odd. The thing is that I wanted a little contrast somewhere, and pretty much all the "elevated" areas are tiled... If you d/l the map, check out the main corridor part (Right side of the first SS), used a sandy planks texture. Not sure about it... Also, the screenshots differ slightly from the current version






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Re: de_archeo
Posted by Sub-Zero on Wed Mar 16th at 8:31pm 2005


def change the skybox texture.. its too damn pink for a dust atmosphere... try using the de_dust sky texture? lol
[addsig]




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Re: de_archeo
Posted by Dash on Wed Mar 16th at 11:43pm 2005


It's not meant to be dust. The whole map is actually set during the evening, hence the env_light color and skybox




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Re: de_archeo
Posted by satchmo on Wed Jun 8th at 2:58am 2005


But the light_environment angle and the color of the light don't fit the dusky sky at all. The direction and color of the light look more like mid-afternoon.

Change the color to pinkish-orange, and the angle and pitch to be more slanted and somewhat angled. The shadow is exactly orthogonal to the architecture. Make sure you vary that a bit.

But overall, looks nice.




"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: de_archeo
Posted by Myrk- on Wed Jun 8th at 12:18pm 2005


Just needs a complete overhaul as far as I can see. You need better more natural lighting- don't be affraid to use more than 1 light environment!

Also... reason for the name?




-[Better to be Honest than Kind]-



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Re: de_archeo
Posted by G4MER on Wed Jun 8th at 6:33pm 2005


OH YIPPIE a NEW DUST LIKE MAP.. WOOT! We dont have enough of them!



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Re: de_archeo
Posted by Cassius on Wed Jun 8th at 7:11pm 2005


That's HL2?



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Re: de_archeo
Posted by ReNo on Thu Jun 9th at 12:23am 2005


? quoting MoneyShot
OH YIPPIE a NEW DUST LIKE MAP.. WOOT! We dont have enough of them!

Says the man currently building a CS1.6 remake :P





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Re: de_archeo
Posted by French Toast on Thu Jun 9th at 3:10am 2005


displacements. Use them.




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Re: de_archeo
Posted by G4MER on Thu Jun 9th at 4:20am 2005


? quoting ReNo
? quoting MoneyShot
OH YIPPIE a NEW DUST LIKE MAP.. WOOT! We dont have enough of them!

Says the man currently building a CS1.6 remake

Ahh yes.. but its not DUST!





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Re: de_archeo
Posted by Orpheus on Thu Mar 10th at 10:06pm 2005


It is often unwise to put such a disclaimer as you have. it says &quot;no matter what you may think, I'll not change it&quot; <br> <br>i would remove that part of your description, it could get you better feedback.



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Re: de_archeo
Posted by savijN on Mon Apr 28th at 7:39am 2008


Judging your screenshots its got alot of work put into it and seems to have a nice lay out also id like to say good effort on the dust2 look around the walls and etc looks very nice looking forward to testing it <br> <br>edit: tested the map good design plan like I said not a problem with the map build but the texturing could use a bit of smoothing besides that nice map Tspawn could use a bit more decoration also.




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