Second CS map
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Re: Second CS map
Posted by benanderton on Fri Sep 5th at 11:22am 2003


ok so i made a new map, its kinda a fun map just for shooting like mad really. Like a FY without the weapons on the floor as the whole point of CS is to buy weapons lol.

I cant figure out how to add directorys to a zip (so that it unpacks things into diferent directorys) so you'll have to do it manually, map go's into cstrike/Maps and sound gos into cstrike/sounds/ambience

Office

 

[addsig]




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Re: Second CS map
Posted by Gollum on Fri Sep 5th at 12:03pm 2003


From the pictures, I'd say the most useful thing you could do to improve your maps is to learn about lighting them.  It doesn't look like you have any lighting at all - the map is rendered "fullbright".

Experiment with entity and especially texture lighting in a few test maps.  Observe the dramatic or subtle effects that you can create with good lighting.  Compare a well-lit map to one with no lighting.





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Re: Second CS map
Posted by KoRnFlakes on Fri Sep 5th at 12:04pm 2003


bleh, did you even compile with vis/rad ? [addsig]



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Re: Second CS map
Posted by benanderton on Fri Sep 5th at 12:10pm 2003


Yes, i think  I do have lighting, see the ceiling light thingsm there are 4 Light entities inside each one.

[addsig]




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Re: Second CS map
Posted by Gollum on Fri Sep 5th at 12:13pm 2003


It really doesn't look like your lighting works.  Really, you must be able to notice a difference between the lighting in your map and the lighting in (say) the Valve maps.

Look at the tutes and editing threads on this site to find out how to make lighting work.  But regardless, it's not a good idea (I think) to release a map which seems to be fullbright.





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Re: Second CS map
Posted by Jinx on Fri Sep 5th at 1:18pm 2003


Gollum, you don't think it's a good idea to ever release a map, under any circumstances!

polies look like they are probably high, too. and maybe he has a LEAK that's preventing vis/rad from running?





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Re: Second CS map
Posted by benanderton on Fri Sep 5th at 1:25pm 2003


Jinx was right, i thought it looked a bit odd when i compiled, is there anyway to tie any VB or anything into Maps, i know quite a bit and it would be cool if i could generate scripted events with VB.

 

I'll post when i have finnished the lighting, i'm gonna make the lights be off except make a switch for them to go on and have a light_env whatever its called near the window giving the illusion theres sun coming through.

 

Is there any better way to add a corridor or a hall to a room other than taking part of the wall away, you are just asking for leaks when doing that?

Edit: Duh.. reality hits, that would mean adding the VB runtimes to every single map that i make so meh... Goodbye VB scripted events. Besides, i'm back at school soon and i have a social life to fit in, jeez so much going on at 16

[addsig]




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Re: Second CS map
Posted by Cash Car Star on Fri Sep 5th at 8:11pm 2003


If by VB you mean visual basic, then no, there is no way to use it in a map. (although you could probably program a compiling front end in vb, but there's no real reason too) Learn the entities, it's not that tough if you have a site that lists em all and what they do. http://collective.valve-erc.com

As for asking for leaks by taking part of the wall away, you'd be surprised how effectively you'll eventually be able to do it. I hardly ever leak now. When I do, quite often I say, oh crap, I forgot about a brush here, add one brush without actually looking for the leak, and boom it works. It's just something you become comfortable with in time.





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Re: Second CS map
Posted by Gollum on Fri Sep 5th at 8:29pm 2003


? posted by Jinx

Gollum, you don't think it's a good idea to ever release a map, under any circumstances!

Well, why release a map when you can milk it over the course of several years instead?





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Re: Second CS map
Posted by Jinx on Fri Sep 5th at 10:01pm 2003


you're starting to think like Valve!





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Re: Second CS map
Posted by Orpheus on Fri Sep 5th at 10:20pm 2003


? posted by Jinx

you're starting to think like Valve!

only, the difference is, my name will be hooked to anything mike releases.. valve can't top that

i am betting, i got more total endorsements from mappers than valve did for maps

seriously tho.. i cannot wait to beta test this map.. i been waiting a very long time..

[addsig]




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Re: Second CS map
Posted by benanderton on Sat Sep 6th at 12:39pm 2003


Heh, no wonder i got leaks, i was just taking part of the wall out which as someone said is asking for leaks. I only just realised that i can "cut" segments of the wall away.

Does anyone have a better name than Office? There is allready one caled CS_office so meh, i dunno.

BTW i have now added a flickering light a side passage, with stairs down to a bottom level. I am going to add to that

  • Toilets (male/Femal
  • Possibly a Gym with a swimming pool
  • Roof area
  • Vehicle
  • Reception area
  • Carpark

I'll post when i have finnished it, oh and does putting doors in reduce r_speeds, i had this huge area and it got a bit laggy so i put some doors in, should that work?

[addsig]




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Re: Second CS map
Posted by fraggard on Sat Sep 6th at 12:47pm 2003


Doors will not block VIS at all. In fact, no entity will. You will have to take care of VISBlocking structurally





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Re: Second CS map
Posted by benanderton on Sat Sep 6th at 4:54pm 2003


I've heard of a Vis blocker, will that work? [addsig]




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