cs_bulletheory
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Re: cs_bulletheory
Posted by SpiKeRs on Fri Apr 8th at 12:44pm 2005


This map has gone through quite a few changes. originally was going to be a old warehouse (the first two pics are the cellar for it). however that idea got scrapped but I thought the cellar looked quite good and wanted to use it on something else. At the moment I am trying out the idea of using it as part of a mansion (pic 3) with big wine casks etc though thats not especially original (too much like de_chateau?). Let me know your thoughts



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Re: cs_bulletheory
Posted by willow on Fri Apr 8th at 4:49pm 2005


Way to dark man. The architecture/ambience doesn't look bad, however I really can't see more then a few rooms and hallways.
[addsig]




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Re: cs_bulletheory
Posted by SpiKeRs on Mon Apr 11th at 6:25pm 2005


Added 2 more pics, hopefully these shud be a little brighter for ya <img src=" SRC="images/smiles/icon_smile.gif">




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Re: cs_bulletheory
Posted by Addicted to Morphine on Mon Apr 11th at 6:33pm 2005


The two arches in the fourth shot look a little awkward where they intersect with the wall. I'm not sure how you would remedy it, but they just look like they don't connect well / naturally with the wall.

Otherwise, looks very chateau. To be honest I like the first two shots best, because they look the most original. Reminds me of a location out of the first Max Payne for some reason...




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Re: cs_bulletheory
Posted by DrGlass on Mon Apr 11th at 7:11pm 2005


The mood seems nice, but the scale seems a little too big (pics 3-5). You havn't got much more than a large box room. It seems empty to me, I'll wait for another update to make any real critiziums.

I do like pic 1-2 though
[addsig]




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Re: cs_bulletheory
Posted by Cassius on Mon Apr 11th at 9:44pm 2005


? quoting willow
Way to dark man. The architecture/ambience doesn't look bad, however I really can't see more then a few rooms and hallways.
[addsig]




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Re: cs_bulletheory
Posted by SpiKeRs on Tue Apr 12th at 3:35pm 2005


Ive scrapped the mansion thing because as was said, it did remind me of de_chateau. Will keep the rooms and play around with them in the future as did like doing a mansion setting.

Addicted To Morphines comment about Max Payne got me thinking so now am playing around with a general abandoned place setting, which will fit in better with the cellars (pics 1 + 2). Pic 5 shows what I have currently done regarding this. Let me know ya thoughts <img src=" SRC="images/smiles/icon_smile.gif">




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Re: cs_bulletheory
Posted by DrGlass on Tue Apr 12th at 6:08pm 2005


wow, pic5 looks nice. You have a good mood setting.
[addsig]




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Re: cs_bulletheory
Posted by Addicted to Morphine on Tue Apr 12th at 6:44pm 2005


? quote:
wow, pic5 looks nice. You have a good mood setting.


I agree. I think that's a big step in the right direction. Glad my comment inspired some creation.




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Re: cs_bulletheory
Posted by habboi on Tue Apr 12th at 7:52pm 2005


I was going to say the same thing. [addsig]



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Re: cs_bulletheory
Posted by SpiKeRs on Thu Apr 14th at 11:44am 2005


A new pic up (4th one). Its meant to be the corridor of a dingy apartment block. Am thinking of doing some of the trashed apartments next and having the hostages kept in them.




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Re: cs_bulletheory
Posted by habboi on Thu Apr 14th at 5:01pm 2005


4th pic looks very filthy smiley
Maybe more detail could be added e.g. vents, radiators etc.

[addsig]




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Re: cs_bulletheory
Posted by SpiKeRs on Fri Apr 15th at 3:20pm 2005


Been a busy few days <img src=" SRC="images/smiles/icon_smile.gif"> Pics 3 to 5 show the trashed apartment with added hostages. Constructive comments as ever much appreciated.




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Re: cs_bulletheory
Posted by Ferret on Fri Apr 15th at 4:51pm 2005


wider hallways in areas for variatino in gameplay.




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Re: cs_bulletheory
Posted by Addicted to Morphine on Wed Apr 20th at 4:48pm 2005


Those new shots all look really nice... but I think you should be careful that the rooms don't become too monotonous. It'd be nice if you added something interesting... like an area where part of the building has collapsed, and you can see the spillout into the street, even if you can't jump out.

I guess you might want more variety so that the rooms don't all blend into one confusing look. I like what you've created so far though, looks very natural.




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Re: cs_bulletheory
Posted by $loth on Wed Apr 20th at 11:22pm 2005


Like peeps have said the mood is created and everything inside seems right, but I would like to see an outside of this map to make it feel less claustrophobic and so that there can be bigger gun battles.
[addsig]




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Re: cs_bulletheory
Posted by SpiKeRs on Thu Apr 21st at 5:24pm 2005


Have actually been doing an outside areas last 2 days which you can see in pics 4 + 5. This is where the cts will spawn. Think the overall location of the map is starting to come together now.

I hadnt actually planned on adding anymore outside sections beyond this 1 but it could perhaps do with another 1 somewhere. Perhaps you could go through 1 building then out to a long backalley for snipers?




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Re: cs_bulletheory
Posted by Addicted to Morphine on Thu Apr 21st at 5:37pm 2005


The buildings look good but the playground equipment looks a little out of place. It makes me think too much about the beginning of Half Life 2.

I would scrap it and put a dumpster in its place, or something similar.

As for another outdoor area, I would have to see the entire map to decide whether or not it would fit in. I think you should just try to make sure that the inside of the building doesnt get too confusing or boring. Some internal variety might be all you need.




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Re: cs_bulletheory
Posted by SpiKeRs on Fri Apr 22nd at 4:49pm 2005


Ok last pic for a while, its time to bring all the sections together and polish it all up. Pic 5 shows the staircase between the floors of the apartment.




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Re: cs_bulletheory
Posted by SpiKeRs on Fri Apr 29th at 7:51pm 2005


Ok done a beta:

http://www.mallosworld.co.uk/csmap/cs_bulletheory_b1.zip

Everything is in place but its quite rough in places. Ive been working on it pretty much everyday for the last 2 weeks or so and just felt a break was needed so I figured bringing all the sections together and getting out a beta was a good cutting off point while I have a few days (weeks? ) off and do few other things.

Also included a nav file for bot play though dont expect it to work perfectly.

Current bugs/features that i aware of that will need fixing/improving:

- Doorways. They are too small. They are at the right scale but bots/hostages wont take it in turns to go through them so they end up blocking each other.

- Lot of the corridors, in particular those to the cellar are way too narrow. Basically I need to cut out doorways/corridors or make them a lot wider.

- More detail especially outside to distinguish it from that whole city17 look.

- Another route around the map, its perhaps too linear imo but lets see what you all think.

As said it isnt very polished at mo but Id rather do a beta and get some feedback than leave it lying around on my comp.





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