cs_deathvalley by Nukem

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Map Description

Map is currently back on the drawing board.
Cs_deathvalley is based roughly on a cross between cs_seige and cs_assault, an idea i had one year ago and tured out to be very original map in most aspects. I tried to capture the feeling of assault indoors in this map and siege outdoors, plus giving the cts more ways to rescue the hostages. There are also more ways to get to the hostages except one, with more vents into the hostie room. However I liked having only one exit with the hosties, thats what made assault fun... Both teams have cameras this time around. What more can i say, please try it out and let me know what you think.

Discussion

Posted by SHeeP on Sat Sep 4th 2004 at 10:01pm

i kno a few peeps runnin servers that really want more custom maps , only prob is getting people to download them :/

edit: just played little game on lan, i come to the conclusion cameras on both sides are bad and just encourage camping :)
Posted by Nukem on Sat Sep 4th 2004 at 10:01pm
[Author]

I would have playtests, but unfortanatley for me, I use a lan and with the way my dad has it setup, I cannot run a server of my own, he wont do port forwarding.. But if I came across someone that would put it on a server maybe I could, but theres really nobody out there willing to do so... I would like to. Thanks for the positive comments though. :)
Posted by SHeeP on Sat Sep 4th 2004 at 10:01pm

too open-plan for me bcz i hate sniping, but v nice all the same , the dust crates look a little out of place mebe? 4/5 :) gonna have playtests?
Posted by wckd on Sat Sep 4th 2004 at 10:01pm

oh boy.
Posted by matt on Sat Sep 4th 2004 at 10:01pm

Looks a little bit to much like cs_assault.
Posted by trampus on Sat Sep 4th 2004 at 10:01pm

Could ya sort out the dl link coz it dont work and the map looks v.gd and i wanna dl it ;) thanx
Posted by Tracer Bullet on Sat Jan 17th 2004 at 10:18pm

affect; effect; I never remember which one is which.. the novel is comeing, but slowly. life always intervenes, and inturuptions of any great length are hard to deal with. Thanks for asking though :smile:

I had always wondered what caused that hideous effect, thanks for pointing that out.
Posted by Gollum on Sat Jan 17th 2004 at 9:41pm

Ooh, I'd forgotten about that switch. Never used it myself, but it could be a handy way to keep the lighting quality high when using scaled-up textures for lower r_speeds.

Nukem, don't be misled into thinking that more light bounces will increase the lighting quality. The RAD algorithm is not a perfect radiosity solution. If you increase the bounces, then the map will become washed-out.
Posted by Nukem on Sat Jan 17th 2004 at 9:28pm
[Author]

All sounds very helpful. Are you sure about the -bounce 1 setting will have a better effect than more light bounces? Oh, ya now I understand what you mean about the doors, that may not be a bad idea. Thanks everyone, im gonna take the map dl link away for a while and fix it up some according to what you all said. Rock on all! :biggrin:
Posted by Cassius on Sat Jan 17th 2004 at 8:49pm

Yeh, Gollum is correct, unless you do -notexscaling (or at least so I hear).