cs_darkroom_b3

cs_darkroom_b3

Re: cs_darkroom_b3 Posted by drunkcow on Tue Aug 21st 2007 at 9:43am
drunkcow
4 posts
Posted 2007-08-21 9:43am
drunkcow
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4 posts 20 snarkmarks Registered: Feb 16th 2007 Occupation: student Location: United States
Simple deathmatch gameplay cs:s map.

Known problems:
-The shadow of a person on the roof is seen through the ceiling against the wall in the darkroom. (seems to be more of a source engine problem)
-cubemaps need to be reworked to fix a few reflection problems.
Re: cs_darkroom_b3 Posted by reaper47 on Tue Aug 21st 2007 at 11:11am
reaper47
2827 posts
Posted 2007-08-21 11:11am
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
This is really simple. The layout only consists of 3 dead-ends. The proportions (wall height) and texturing is very weird, too.

I can't see this going anywhere good. :sad:
Why snark works.
Re: cs_darkroom_b3 Posted by drunkcow on Tue Aug 21st 2007 at 7:53pm
drunkcow
4 posts
Posted 2007-08-21 7:53pm
drunkcow
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4 posts 20 snarkmarks Registered: Feb 16th 2007 Occupation: student Location: United States
The two walls towards the ct spawn have a concrete texture to make them bullet proof. I tried a few other things to make bullet proof walls but nothing worked. I need to do more research but until then a concrete texture completes the game play aspect of the walls.

The game play is interesting in my opinion.
Re: cs_darkroom_b3 Posted by reaper47 on Tue Aug 21st 2007 at 9:03pm
reaper47
2827 posts
Posted 2007-08-21 9:03pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
The two walls towards the ct spawn have a concrete texture to make them bullet proof. I tried a few other things to make bullet proof walls but nothing worked. I need to do more research but until then a concrete texture completes the game play aspect of the walls.
Now you got me seriously confused. The only textures not blocking bullets are very specific effects textures (transparent ones, tool textures, etc).

What textures cause bullets to pass?
Why snark works.
Re: cs_darkroom_b3 Posted by drunkcow on Tue Aug 21st 2007 at 10:34pm
drunkcow
4 posts
Posted 2007-08-21 10:34pm
drunkcow
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4 posts 20 snarkmarks Registered: Feb 16th 2007 Occupation: student Location: United States
Sorry, I forgot I did not say where the spawns are. The long empty hallway is the counter-terrorist spawn, then there are two walls, then there is the darkroom, then another wall, and the terrorist spawn.

I have found, depending on the texture, less powerful weapons do not go through the wall and are stopped. So if an opponent is behind the wall they will not take damage. More powerful weapons' bullets will go right through the same wall and cause damage. The concrete texture I have used for those two walls stops everything but an awp rifle. The wall next to the terrorist spawn (which is metal) stops few bullets. There must be a property changed by the texture but like I said I need to do more research.
Hopefully that is clearer.
Re: cs_darkroom_b3 Posted by fishy on Tue Aug 21st 2007 at 11:04pm
fishy
2623 posts
Posted 2007-08-21 11:04pm
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
bullet penetration is down to a combination of material types and wall thickness. it's explained a bit better here (has a table of cs weapon penetration depths)
i eat paint
Re: cs_darkroom_b3 Posted by Cash Car Star on Wed Aug 22nd 2007 at 5:00pm
Cash Car Star
1260 posts
Posted 2007-08-22 5:00pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Making a dark map as a theme in CS is pointless because most players crank their gamma to increase their visibility in dark areas.