de_process


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Game: Counter Strike Source
Added Mon Aug 1st 2005

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This map has a discussion topic which can be visited here

This is my first ever map. It's based in a light, industrial area at sunset. The map promotes fast gameplay and advanced tactics.


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[author]
Posted by Sphynxis on Sat Aug 6th 2005 at 2:32pm

Thanks for the feedback man, thats a great help. I'm a little busy now but I'll fix it all when I get chance.
0 starsPosted by DrGlass on Sat Aug 6th 2005 at 12:45pm

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I agree about the 3d skybox. You dont need much just a few things that seem far away and outside.

You also need to clip some areas to limit player movement. I can see alot of places that some crafty jumpers could use to get out of the map or go somewhere they shouldn't. There are already alot of places to get shot from you dont need any more.

Overall the map looks great, well lit, good texture work. Its quite small but I just like big maps.

First problem is this:
image
Find those models and turn collision to none.

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Make each of those windows their own entity. I shoot one and they both break.

image
missing texutre, I have 0 custome texuters for my CS:S so you must have used one that didn't come with the game. You need to change the texture or include it with your map.

This seems like a personal problem but while I played I got great FPS (though I do have a super fast computer now) but it was stuttering and stuff so I checked +showbudget and found this.



-400 fps, and it was jumping up and down. Also random processes were shooting up to max (as you can see by the tab they left behind on the graph). I think it happens on some other maps, but I didn't notice that problem on any offical maps.
[author]
Posted by Sphynxis on Wed Aug 3rd 2005 at 9:21pm

? quote:
Visually what I think could give your map the biggest boost is a 3d skybox. Right now it kind of has that "i'm in a box" feel since there is nothing outside of the walls to break up the skyline. There doesn't seem to be a reason that this little patch of the world has a wall around it, since you don't see too many heavily fortified walls in the middle of the prairie


I totally agree, but I had real difficulty thinking of a "real" theme for the map so I just used this induistrial kind of mish-mash theme. I would like to add a skybox, but as I've said before, this is my first map and I havn't quite got my head round things like skyboxes and sounds etc yet.
0 starsPosted by Pureferret on Wed Aug 3rd 2005 at 2:31pm

Wow this looks cool.... I don't usually play CS but I will give it a try!
0 starsPosted by im.thatoneguy on Wed Aug 3rd 2005 at 12:05am

Visually what I think could give your map the biggest boost is a 3d skybox. Right now it kind of has that "i'm in a box" feel since there is nothing outside of the walls to break up the skyline. There doesn't seem to be a reason that this little patch of the world has a wall around it, since you don't see too many heavily fortified walls in the middle of the prairie <img src=" SRC="images/smiles/icon_smile.gif">

I really like the lighting, although I agree it could use a bit more contrast.

0 starsPosted by ReNo on Tue Aug 2nd 2005 at 11:11pm

Its on by default in source if you use a light_environment - it now has an "ambient" property to specify ambient lighting rather than having to use the compile tools to do it.
0 starsPosted by Myrk- on Tue Aug 2nd 2005 at 10:03pm

I've never used an ambient brightness ever, and most likely never will.
0 starsPosted by DrGlass on Tue Aug 2nd 2005 at 3:23am

I d/l the map, I'll try and give it a run through and review... I'm busy now but we will see.
[author]
Posted by Sphynxis on Mon Aug 1st 2005 at 2:18pm

Cheers, thanks for the tips.

I've uploaded the new version and I feel its getting closer to being completed.

The map will also be on this: 85.13.203.210:27035 server in about 1 hours time, everyone is welcome to come try it out.
0 starsPosted by ReNo on Mon Aug 1st 2005 at 1:37pm

Sometimes differences like that don't seem to make much in the way of change. I'd personally use something like 10 or 5 as the ambient brightness, and rely on direct sunlight and any other light fixtures to keep up the brightness. If you lower the ambient light level you may want to brighten the direct lighting in order to compensate. I really think that starker contrasts between the bright and shadowed areas will make things that much more spiffy <img src=" SRC="images/smiles/icon_smile.gif">
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