Simple deathmatch gameplay cs:s map.
Known problems:
-The shadow of a person on the roof is seen through the ceiling against the wall in the darkroom. (seems to be more of a source engine problem)
-cubemaps need to be reworked to fix a few reflection problems.
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Re: cs_darkroom_b3
Posted by drunkcow on Tue Aug 21st at 9:43am 2007
Posted by drunkcow on Tue Aug 21st at 9:43am 2007
drunkcow
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Re: cs_darkroom_b3
Posted by reaper47 on Tue Aug 21st at 11:11am 2007
Posted by reaper47 on Tue Aug 21st at 11:11am 2007
This is really simple. The layout only consists of 3 dead-ends. The proportions (wall height) and texturing is very weird, too.
I can't see this going anywhere good.
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I can't see this going anywhere good.
Re: cs_darkroom_b3
Posted by drunkcow on Tue Aug 21st at 7:53pm 2007
Posted by drunkcow on Tue Aug 21st at 7:53pm 2007
The two walls towards the ct spawn have a concrete texture to make them bullet proof. I tried a few other things to make bullet proof walls but nothing worked. I need to do more research but until then a concrete texture completes the game play aspect of the walls.
The game play is interesting in my opinion.
The game play is interesting in my opinion.
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Re: cs_darkroom_b3
Posted by reaper47 on Tue Aug 21st at 9:03pm 2007
Now you got me seriously confused. The only textures not blocking bullets are very specific effects textures (transparent ones, tool textures, etc).
What textures cause bullets to pass?
Posted by reaper47 on Tue Aug 21st at 9:03pm 2007
? quote:
The two walls towards the ct spawn have a concrete texture to make them bullet proof. I tried a few other things to make bullet proof walls but nothing worked. I need to do more research but until then a concrete texture completes the game play aspect of the walls.
Now you got me seriously confused. The only textures not blocking bullets are very specific effects textures (transparent ones, tool textures, etc).
What textures cause bullets to pass?
Re: cs_darkroom_b3
Posted by drunkcow on Tue Aug 21st at 10:34pm 2007
Posted by drunkcow on Tue Aug 21st at 10:34pm 2007
Sorry, I forgot I did not say where the spawns are. The long empty hallway is the counter-terrorist spawn, then there are two walls, then there is the darkroom, then another wall, and the terrorist spawn.
I have found, depending on the texture, less powerful weapons do not go through the wall and are stopped. So if an opponent is behind the wall they will not take damage. More powerful weapons' bullets will go right through the same wall and cause damage. The concrete texture I have used for those two walls stops everything but an awp rifle. The wall next to the terrorist spawn (which is metal) stops few bullets. There must be a property changed by the texture but like I said I need to do more research.
Hopefully that is clearer.
I have found, depending on the texture, less powerful weapons do not go through the wall and are stopped. So if an opponent is behind the wall they will not take damage. More powerful weapons' bullets will go right through the same wall and cause damage. The concrete texture I have used for those two walls stops everything but an awp rifle. The wall next to the terrorist spawn (which is metal) stops few bullets. There must be a property changed by the texture but like I said I need to do more research.
Hopefully that is clearer.
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Re: cs_darkroom_b3
Posted by fishy on Tue Aug 21st at 11:04pm 2007
Posted by fishy on Tue Aug 21st at 11:04pm 2007
bullet penetration is down to a combination of material types and wall thickness. it's explained a bit better here (has a table of cs weapon penetration depths)
i eat paint
Re: cs_darkroom_b3
Posted by Cash Car Star on Wed Aug 22nd at 5:00pm 2007

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Posted by Cash Car Star on Wed Aug 22nd at 5:00pm 2007
Making a dark map as a theme in CS is pointless because most players crank their gamma to increase their visibility in dark areas.<br>
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