wd_outpost2 my first cs map release

wd_outpost2 my first cs map release

Re: wd_outpost2 my first cs map release Posted by Wilddoggie on Sat Jan 10th 2004 at 10:02am
Wilddoggie
55 posts
Posted 2004-01-10 10:02am
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
http://www.geocities.com/rawrguilds/maps

is the zip file of my new map, and screen shots are in that link too i will be adding a lot more!

the map is a counter-strike map that takes place in a outpost sort of landscape, it has 3 buildings, all with breakable windows, 1 building is a gunshop with guns behind a unbreakable glass case that you arent suspose to get to, there is a total of 8 hostages, there are 3 army vehicals, and 2 towers, all of which i downloaded of this site, great site :biggrin: , theres plenty of hiding areas for terrorists to guard the hostages, its sort of dark outside cause its suspose to be almost night, so i got street lamps by the road, inside the buildings is pretty bright.
for more information please email me at: sfl_wilddoggie@sympatico.ca and if you have any comments you could give me on how to improve my future maps, im hoping to make a lot for any of these mods cs, tfc, dod, the specialists, and others
Re: wd_outpost2 my first cs map release Posted by sde on Sat Jan 10th 2004 at 10:39am
sde
80 posts
Posted 2004-01-10 10:39am
sde
member
80 posts 18 snarkmarks Registered: Nov 9th 2002
hostage maps, according to the CS official site, MUST be named:
cs_whatever
As a naming convention. meh.
Re: wd_outpost2 my first cs map release Posted by Wilddoggie on Sat Jan 10th 2004 at 1:06pm
Wilddoggie
55 posts
Posted 2004-01-10 1:06pm
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
are you serious?!
so like cs_wd_outpost2 would work

now i gotta go compile it with a new name? and then change the readme, the zip, and upload, that wont take long :sad:
Re: wd_outpost2 my first cs map release Posted by Sim on Sat Jan 10th 2004 at 1:32pm
Sim
257 posts
Posted 2004-01-10 1:32pm
Sim
member
257 posts 96 snarkmarks Registered: Sep 30th 2002 Occupation: Student Location: UK
The screenshots seem to take a long time to load and I have broadband, so they must be unusually large. Also, gifs can affect the quality of your picture. I'd recommend you find your bmps again and save them as jpegs, then bring them down to 50k with the xat.com jpeg optimiser. Don't change gifs to jpegs though, because you won't get the best quality.
Re: wd_outpost2 my first cs map release Posted by Gollum on Sat Jan 10th 2004 at 1:55pm
Gollum
1268 posts
Posted 2004-01-10 1:55pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
No need to compile it just to change the name. You just.....well, rename the file.
Re: wd_outpost2 my first cs map release Posted by Wilddoggie on Sat Jan 10th 2004 at 2:02pm
Wilddoggie
55 posts
Posted 2004-01-10 2:02pm
55 posts 36 snarkmarks Registered: Nov 15th 2003 Occupation: none Location: London
rofl, to late i already compiled and saved under a new name and changed the readme and uploaded... i guess im really bored right now and im doing things the hard way for a odd reason, and the glass maze im gonna be doing next sounds like a good idea, im just gonna make a maze with glass brush, then imma take all the center pieces and make them a enity_breakable, but change it to unbreakable, and change the other stuff so its see through, rofl, people will be so confused.... but what do you think about the idea? i remember posting something like that long long ago...
Re: wd_outpost2 my first cs map release Posted by Vash on Sat Jan 10th 2004 at 2:20pm
Vash
1206 posts
Posted 2004-01-10 2:20pm
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Heh cool. Just read Wildcards sig and stick to it though.

OK first release
Re: wd_outpost2 my first cs map release Posted by Sim on Sat Jan 10th 2004 at 3:22pm
Sim
257 posts
Posted 2004-01-10 3:22pm
Sim
member
257 posts 96 snarkmarks Registered: Sep 30th 2002 Occupation: Student Location: UK
You'll probably get some r'speed problems if everything in the room is seethrough, especially when everybody starts smashing up the glass. If you can get it to work alright with decent r'speeds, use func_walls instead because they are unbreakable.
Re: wd_outpost2 my first cs map release Posted by matt on Sat Jan 10th 2004 at 3:29pm
matt
1100 posts
Posted 2004-01-10 3:29pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Post pics, tht makes ppl more interested. In theory.
Re: wd_outpost2 my first cs map release Posted by Gwil on Sat Jan 10th 2004 at 5:17pm
Gwil
2864 posts
Posted 2004-01-10 5:17pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
You'll definately get more response if you post the screenshots in your thread, preferably resized and optimised for all of our 56k users (like me).

Seems a fair enough start, you understand the basics of making a world. From here I'd try and move on to creating more "realistic" and interesting worlds. Add variations in height, sloping roofs, frames for doors, grates, gutters and so on. Have a poke round some CS maps of a similar nature, or take a look at peoples work on here - the best levels are as far from the "box" design as you can get :smile: