ka_duluding by T-Bone

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Map Description

This is my first ever finished map so dont expect miracles, it is a KA (knife arena) based counter-strike map therefor it is very small, I created this map in four hours so it is'nt to pretty it does however offer good gameplay if you are into KA maps.

Discussion

Posted by Finger on Tue Sep 15th 2009 at 6:21am

Keep it simple - start it soon :D

I would love to participate but probably won't. I'm working my ass off, trying to work on my L4D campaign, moving across the country and taking a honeymoon to Europe in the next few weeks. Busy time :rolling:
Posted by G4MER on Tue Sep 15th 2009 at 5:11am

Okay the theme is My Little Snarky. :wcc: GO!
Posted by Riven on Tue Sep 15th 2009 at 2:46am

reaper47 said:
:| ... Do a vista of the given theme in Source, it will be judged on looks, you have to provide the BSP, deadline is in x weeks. Why so complicated?
Because I'm weird like that :p I always have an issue with making things too complicated. I tell you what though, I'll make a simple post with a simple description of what to do, and then some examples, and then (maybe) a hidden (spoiler tag) description that might get into detail for optional reading. Or should I not bother with that at all, and just let people wing it at their own accord and answer questions as they come?
Posted by G4MER on Mon Sep 14th 2009 at 11:26pm

I may try at this one..
Posted by reaper47 on Mon Sep 14th 2009 at 11:24pm

Riven said:
I'm still writing up the technical stuff (still drafting it out) but basically, in your map the player will be limited to the bounds no bigger than X (somewhat small) enclosed or not, but playable space should be cut off somehow (invisible walls, convenient debris). Then there needs to be a view of some sort to look out upon. The view needs to be separate from the playable space; meaning, (like Aaron said), the player should not be able to reach that view. However you want to pull that off (i.e. 3D skybox, custom textures, a mix of whatever, anything goes as long as it can be run in real time within the Source game of your choice).
:| ... Do a vista of the given theme in Source, it will be judged on looks, you have to provide the BSP, deadline is in x weeks. Why so complicated?
Posted by Le Chief on Mon Sep 14th 2009 at 5:21am

Ah! I'm so excited to start this. Can we start this competition asap? :D
Posted by Riven on Mon Sep 14th 2009 at 5:14am

I'm still writing up the technical stuff (still drafting it out) but basically, in your map the player will be limited to the bounds no bigger than X (somewhat small) enclosed or not, but playable space should be cut off somehow (invisible walls, convenient debris). Then there needs to be a view of some sort to look out upon. The view needs to be separate from the playable space; meaning, (like Aaron said), the player should not be able to reach that view. However you want to pull that off (i.e. 3D skybox, custom textures, a mix of whatever, anything goes as long as it can be run in real time within the Source game of your choice).

Other things to think about: Your playable space itself (whatever it may be) may be allowed to move (example: a gondola moving down a mountain side, or a vehicle moving through a city block). You might get a better chance of winning if you have animated scenes rather than just static scenes. Remember A vista scene in a game should incorporate sounds too!

Almost done with the draft; I might have something ready by the end of this week! :hee:
Posted by Le Chief on Mon Sep 14th 2009 at 4:24am

Basically I vista is just a nice view that the player can see but not get too.
Posted by G4MER on Sun Sep 13th 2009 at 10:07pm

Explain the Vista thing... Like a skybox? Or a map that you can not explore but only see off in the distance?
Posted by reaper47 on Wed Sep 9th 2009 at 3:49pm

Well, if it's confirmations you want to hear, Riven: Yes, I'm in! :D