fy_splooge by kdhunt2000

Map Rating

  • 0
  • unrated

Map Download

Map Info

  • 0 ratings
  • 3787 views
  • 347 downloads
  • added Mon Jan 17th 2005
  • updated Mon Oct 27th 2025
  • more content for: Counter Strike Source

Map Description

This map is a small funmap made for cs:s. It emphasizes killing a player by other means other than shooting. Sort of like glass floor. You start on a huge wooden plank that can be shot if u want to tk :P. But if the players on ur team are smart enough they can jump off of it before u shoot it out. Then there is a glass floor (unbreakable) with a button on it (I will get to the button in a minute). Then there is a checkerboard with walls mazing it making it CQC. The buttons sound a 2 second alarm followed by dropping the checkers. This map is symetrical and the T's get black squares and the ct's get white squares. Different buttons have different alarms so if u have fast enpoguh reflexes you wont be dropped. At the bottom is a huge fan, 2 roller crushers, and spikes. This map is dedicated to lucy, (my friends dog, inside joke). It is an fy map so no bombs or hostages.

Discussion

Posted by ReNo on Mon Jan 17th 2005 at 10:26pm

People frown upon FY maps because its forcing a gamemode into a game
that doesn't suit it - CS is meant for objective based rounds, not
deathmatch. There isn't anything wrong with deathmatch if the game it
is in suits it :smile:
Posted by omegaslayer on Mon Jan 17th 2005 at 10:16pm

Work your way up, start small, base your maps around atmosphere, then
you can do a map like this, only make it realistic. And for god sakes
man, put some lighting in it!!
Posted by kdhunt2000 on Mon Jan 17th 2005 at 10:12pm
[Author]

well you see, that was the glory of fy maps, but u guys told me that they were lame.
Posted by Joe-Bob on Mon Jan 17th 2005 at 9:01pm

Exactly, it would be much easier to make a playable deathmatch
map. Frankly, getting a deathmatch map playable is a hell of a lot
easier than trying to balance a map with teams.

If you insist upon making a map for a mod, it would be a good idea to
make it for a mod where it's acceptable to have both bases be
identical. In HL1's case, take TFC and Science and
Industry
. Another idea is a map that takes place on a
deathmatch map, like Action Half-Life or The Ship.
Third, you could make it for a mod where maps are expected to to have
interesting features but play like crap, such as Sven CoOp.

Of course, Half-Life 2 is short on mods ATM, so a deathmatch map would be a pretty decent idea.
Posted by Orpheus on Mon Jan 17th 2005 at 8:54pm

<DIV class=quote>
<DIV class=quotetitle>? quoting kdhunt2000</DIV>
<DIV class=quotetext>ty joe-bob, I actually had a pencil and graph paper when I was reading this. I think I'm gonna drop the fun maps and make a serious, cs or de map. Thx</DIV></DIV>

those maps require skill.. at least to pull off well.

you may not be ready yet. work on a small HLDM map of some kind, work out your kinks and then tackle something of that scale.

i have been at this years, and i wouldn't trust myself fully to make a playable CS map.
tis your call, but you had trouble accepting commentaries about this one, how are you going to react to a real map :/
Posted by Andrei on Mon Jan 17th 2005 at 8:51pm

points look: 3dMario!
Posted by kdhunt2000 on Mon Jan 17th 2005 at 8:50pm
[Author]

ty joe-bob, I actually had a pencil and graph paper when I was reading this. I think I'm gonna drop the fun maps and make a serious, cs or de map. Thx
Posted by Joe-Bob on Mon Jan 17th 2005 at 8:46pm

For your next map, I would suggest going off your imagination, thinking
about stuff you like, and reading some of the HL1/HL2 tutorials
on this site.

By "going off your imagination", I don't mean that you shouldn't plan
stuff like layout. I have a pad of graphing paper by my computer
which I've used to sketch out basic architecture and layout of
levels. In fact, something I've done recently is played games
with rounds (Action Half-Life, Counter-Strike:Source) and sketched out
stuff I thought of while playing. It's really pretty helpful.

Personally, I didn't release the first three maps I created. I
did release the fourth, but it was ugly and barely playable. I've
also released a map that got 4th in a contest of 6, mostly due to lack
of planning. In short, I've yet to release something I'm very
happy with, but I'm learning. I didn't get many positive comments
on any of the released maps, but it did help teach me to make lemons
into lemonade.

If someone says your map looks like Half-Life 1, add detail and
architecture. If someone says that your map flows like a stagnant
pond, read books about level design. See what the greats in
deathmatch think about it. If it's boxy, sketch out more complex
architecture and learn how to implement it using things like the vertex
and clip tool.

Every negative comment has a reason, and that reason can be interpreted
as advice. Remember this, as it will not only improve your
mapping, but most areas of your life as well.
Posted by kdhunt2000 on Mon Jan 17th 2005 at 8:28pm
[Author]

ok w/e, anyone have a suggestion for a new map? I was thinkin of makin a gauntlet type thing, but I'm not sure.
Posted by Orpheus on Mon Jan 17th 2005 at 7:29pm

there are 27 replies, including yours. all contain germs of useful information. all you seem to want to see is bad and good comments. since its your map, i suppose that how you should do it, but you also only seem to see the good/bad. there is a lot more than that.

even the basic "this map sucks" has a kernel of info, albeit all negative. but in your heart of hearts you must agree, the map does indeed suck, so the info, although hurtful is 100% true.

personally, the way i read it, or keep reading it, you want people to stroke you, and that is just out of the question. my advice, make a list of all the useful comments contained within this thread and apply them on your next map.

this map sucks, make the next map..... not suck.

i would consider one last piece of advice. stop complaining, cause someone is REALLY going to say something soon.. :rolleyes: