Glad to see you put it up for DL. I'm downloading it and I'll give it a runaround.
EDIT: Oops.. I just realized I deleted CS:S last week. Sorry!
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Re: cs_bulletheory
Posted by SpiKeRs on Sat Apr 30th at 10:00pm 2005
Posted by SpiKeRs on Sat Apr 30th at 10:00pm 2005
Just noticed dl link on info page wasnt working, fixed now.
Re: cs_bulletheory
Posted by SpiKeRs on Fri May 6th at 6:32pm 2005
Posted by SpiKeRs on Fri May 6th at 6:32pm 2005
Added new set of pics. Its more or less done now, just working on
little details here and there, finishing off a 2nd route from the ct
spawn and tweaking the bot navigation. Expect a 2nd beta in next few
days. Ive also reshaped the apartment corridor at the top into a L
shape so its less of a snipers trap and its really improved the
gameplay, and widened the gap on the staircase so you can fall straight
down now (pic 1)
Re: cs_bulletheory
Posted by Addicted to Morphine on Fri May 6th at 6:42pm 2005
Posted by Addicted to Morphine on Fri May 6th at 6:42pm 2005
I like the last two pictures the best. What are those things you're using as crates?
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Re: cs_bulletheory
Posted by SpiKeRs on Fri May 6th at 6:47pm 2005
Posted by SpiKeRs on Fri May 6th at 6:47pm 2005
ammo crates from the de_prodigy model folder if I remember right
Re: cs_bulletheory
Posted by Addicted to Morphine on Fri May 6th at 7:11pm 2005
Posted by Addicted to Morphine on Fri May 6th at 7:11pm 2005
Ohh ok. I thought they looked like heavy duty suitcases of some
sort. And I was thinking to myself... why would there be a stack
of suitcases sitting in the middle of the hall? I think they fit
in more in the basement screens. Is there anything else you could
use for cover in that hallway instead?
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Re: cs_bulletheory
Posted by SpiKeRs on Fri May 6th at 7:52pm 2005
Posted by SpiKeRs on Fri May 6th at 7:52pm 2005
Hmm boxes? 
I figured that the terrorists are holed up in this old block and using it as a base, that they would have brought in all these ammo stocks ready for any ct assaults, but I c your point they do fit in better in the basement. There is also cement bags and tyes down there too. I will look into some other stuff can use for upstairs.
I figured that the terrorists are holed up in this old block and using it as a base, that they would have brought in all these ammo stocks ready for any ct assaults, but I c your point they do fit in better in the basement. There is also cement bags and tyes down there too. I will look into some other stuff can use for upstairs.
Re: cs_bulletheory
Posted by SpiKeRs on Mon May 9th at 3:23pm 2005
Posted by SpiKeRs on Mon May 9th at 3:23pm 2005
http://www.mallosworld.co.uk/csmap/cs_bulletheory_b2.zip
This is as polished up as I am likely to take it now, just gonna put this beta out and see if anyone has any final suggestions. Some of the key changes besides obvious polishing and detailing include:
-The doors are wider and thats pretty much fixed any problems the bots were having.
-Added the 2nd route for the cts to take when they spawn.
If anyone has a server and would like to give it a test with some peeps sometime that would be much appreciated.
This is as polished up as I am likely to take it now, just gonna put this beta out and see if anyone has any final suggestions. Some of the key changes besides obvious polishing and detailing include:
-The doors are wider and thats pretty much fixed any problems the bots were having.
-Added the 2nd route for the cts to take when they spawn.
If anyone has a server and would like to give it a test with some peeps sometime that would be much appreciated.
Re: cs_bulletheory
Posted by SpiKeRs on Fri Jun 3rd at 1:05pm 2005
Posted by SpiKeRs on Fri Jun 3rd at 1:05pm 2005
This is the final beta to make sure havnt missed anything. A load of pics and dl can be found here:
http://www.mallosworld.co.uk/csmap/
Main changes:
Replaced some dynamic props that could have blocked doorways
Fixed the low fps in places
Added more respawns (there are now 42)
Usual tweaks here and there
Just noticed, compile log says have 496 overlays in the map, max is 512
" SRC="images/smiles/icon_biggrin.gif">
http://www.mallosworld.co.uk/csmap/
Main changes:
Replaced some dynamic props that could have blocked doorways
Fixed the low fps in places
Added more respawns (there are now 42)
Usual tweaks here and there
Just noticed, compile log says have 496 overlays in the map, max is 512
Re: cs_bulletheory
Posted by ReNo on Fri Jun 3rd at 3:08pm 2005
Honest to god that doesn't surprise me
" SRC="images/smiles/icon_biggrin.gif"> This is probably the most
heavily decal'd map I've seen so far, but it doesn't look too much or anything so don't take that as a criticism
" SRC="images/smiles/icon_smile.gif">

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by ReNo on Fri Jun 3rd at 3:08pm 2005
? quote:
Just noticed, compile log says have 496 overlays in the map, max is 512 
Honest to god that doesn't surprise me
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: cs_bulletheory
Posted by SpiKeRs on Thu Jun 9th at 12:22pm 2005
Posted by SpiKeRs on Thu Jun 9th at 12:22pm 2005
Ok its finally finished
" SRC="images/smiles/icon_biggrin.gif">
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