Posted by Addicted to Morphine on Thu May 5th 2005 at 1:54pm
Alright, sounds good. I was just wondering if there was one site that could be reached by the CT's and T's at roughly the same time. I've always appreciated Counter Strike and I look forward to seeing how this map shapes up!
[addsig]
True, but I will work on timings and shorten the distances if needed. If you think about dust2, bomb site A is actually quite a long run for the Ts. And I am timing B on my map so that T & CT arrive at the same time. CT can get to A very fast (as they can in dust2 and dust they spawn in it), but it is harder to defend from inside, instead they can defend from sniper points to the right and below, but this will mean a longer run to B if the bomb is planted there.
Posted by Addicted to Morphine on Thu May 5th 2005 at 12:54pm
Interesting. It looks like the terrorists have quite a bit of running to do before they get to the sites. Seems like the CT's would have a lot of time to set up. Is there a way to make it so that the CT's only get to one of the bombsites a second or two before the T's to make it interesting/worthwhile for T's to coordinate a rush? Kind of like the B bombsite in dust2?
[addsig]
Sure, I made a beta overview if you want a look, it doesn't
show everything, but gives an ok impression of how it plays:
http://www.imgsatellite.com/u/05/124/11/betaoverview3863.jpg
Dotted lines = Tunnel or high walkway
I've only shown the main routes to each site, left out the small ones and
flanking manoeuvres and stuff, just the direct routes.
Posted by Addicted to Morphine on Thu May 5th 2005 at 3:57am
I wouldn't mind seenig updated screenshots as you go along and make progress. Also, could you post a view of the layout once you've finalized it?
[addsig]
Now that is odd :S
I like the style and it seems you understand Hammer well now!
If you enjoy making this then make it better to suit the other players needs and not just how you like it.
Just because you might like it doesn't mean others will!
Thanks for comments, but?A rope holding up a building?
What? I don't have that...
And of course I will try and make it fun for everyone, in fact this is why I?m making sure I get a the structure and flow of the level correct before I start adding detail and other visual stuff.
The pointless trusses have been fixed, I hadn't added in the upper parts
yet. I had to remove them in the end anyway because they disappeared if
the client had their graphics settings to low model detail.
The map is progressing well, I am getting close to finishing
off the major structure of the level at which point I can start testing how
well the maps ?flows?. Timing choke
points, focusing the gameplay etc. Once
I am happy I won?t be making any more big changes I?ll start the visual
makeover.
Thanks for comments, another update soon.
Posted by habboi on Wed May 4th 2005 at 4:37pm
For example a rope holding up a building ![]()
Now that is odd :S
I like the style and it seems you understand Hammer well now!
If you enjoy making this then make it better to suit the other players needs and not just how you like it.
Just because you might like it doesn't mean others will!
Posted by DrGlass on Tue May 3rd 2005 at 6:11pm
those trusses dont make much sence, they arn't holding anything up and they arn't supported by anything. Infact alot of stuff dosn't seem to make sence, maybe becuase the screens are taken out of context but always be sure to try and emulate real life buildings, etc.
People do notice when something isn't right.
[addsig]
Sorry for images, all fixed, low res versions on map page.
Thanks for comments, I'm still working on building the structure on the level so far. Then I'll go back and start adding better detail later. Although I will still keep it relatively plain ('Flat' but I will try and make it look interesting beind the actually play area), as I don't like maps where the scenery is so busy you end up "catching" on it as you try and run past.
Here's an older (bomb effect better now) screen shot showing why I made SiteA flat on top.
Edit wopps wrong link: http://www.imgsatellite.com/u/05/122/11/siteAboomlr.jpg
Posted by Leperous on Tue May 3rd 2005 at 9:46am
Er, most of us aren't on connections that let us download ~1mb images very quickly...
It's looking okay so far, but quite boring and basic- try using some more interesting architecture and textures (your level seems to be mainly flat walls- try more support beams) and vary the lighting a bit (it looks quite 'flat'). And as ever with bomb maps, make sure that the bomb site is an interesting area to fight in/get to ![]()

