Posted by Addicted to Morphine on Fri Apr 29th 2005 at 8:33pm
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!
[addsig]
Posted by SpiKeRs on Fri Apr 29th 2005 at 7:51pm
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.
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?
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.
Posted by SpiKeRs on Fri Apr 22nd 2005 at 4:49pm
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.
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.
Posted by Addicted to Morphine on Thu Apr 21st 2005 at 5:37pm
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.
Posted by SpiKeRs on Thu Apr 21st 2005 at 5:24pm
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?
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?
Posted by $loth on Wed Apr 20th 2005 at 11:22pm
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]
Posted by Addicted to Morphine on Wed Apr 20th 2005 at 4:48pm
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.
Posted by SpiKeRs on Fri Apr 15th 2005 at 3:20pm
Been a busy few days
" SRC="images/smiles/icon_smile.gif"> Pics 3 to 5 show the trashed apartment with
added hostages. Constructive comments as ever much appreciated.
Been a busy few days
Posted by habboi on Thu Apr 14th 2005 at 5:01pm
4th pic looks very filthy ![]()
Maybe more detail could be added e.g. vents, radiators etc.

