Re: cs_darkroom_b3
Posted by drunkcow on
Tue Aug 21st 2007 at 9:43am
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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 drunkcow on
Tue Aug 21st 2007 at 7:53pm
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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 drunkcow on
Tue Aug 21st 2007 at 10:34pm
Posted
2007-08-21 10:34pm
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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 Cash Car Star on
Wed Aug 22nd 2007 at 5:00pm
1260 posts
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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.