de_insursio by Aono

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  • added Tue May 3rd 2005
  • updated Tue May 3rd 2005
  • more content for: Counter Strike Source

Map Description

Well this is pretty much my first map ever. So learning as I go, trail and error most of the way.

The setting is a set of warehouses and offices with connecting alleys and walkways in-between.

Map is still very alpha, but I'm trying to get a open beta out soon.

Thanks for looking.

(See forum post for higher res screens)

Discussion

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!
Posted by Aono on Thu May 5th 2005 at 1:48pm
[Author]

Interesting. It looks like the terrorists have quite a bit of
running to do before they get to the sites.
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?
Posted by Aono on Thu May 5th 2005 at 10:29am
[Author]

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?
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?
Posted by Aono on Thu May 5th 2005 at 3:31am
[Author]

For example a rope holding up a building :smile:
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... :razz:

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 :smile:
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.
Posted by Aono on Tue May 3rd 2005 at 10:02am
[Author]

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. :wink:

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 :razz: