Re: cs_deathvalley
Posted by Nukem on
Wed Jan 14th 2004 at 12:35am
Posted
2004-01-14 12:35am
52 posts
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Oct 10th 2003
This map is my first submission to the snarkpit, and also my first cs map, alot of time went into it, a year I think. I just wanna hear a little feedback, thats all. :biggrin:
Re: cs_deathvalley
Posted by Tracer Bullet on
Wed Jan 14th 2004 at 12:39am
Posted
2004-01-14 12:39am
2271 posts
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May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Post a link and some screen shots. I can't make the ones acessable from your profile work.
Re: cs_deathvalley
Posted by Skeletor on
Wed Jan 14th 2004 at 12:58am
Posted
2004-01-14 12:58am
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Dec 28th 2003
Occupation: Student
Location: California
I only looked at the first screen and it had a EXTREMELY similar look to that map in cs, which I conveniently forgot. (Arg, the one where the CT's start outside tryig to get into the warehouse... Vents and everything...)
Re: cs_deathvalley
Posted by Nukem on
Wed Jan 14th 2004 at 2:13am
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Oct 10th 2003
There I fixed the screens. Thanks a million sniper :biggrin:
Re: cs_deathvalley
Posted by Nukem on
Wed Jan 14th 2004 at 2:47am
52 posts
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Registered:
Oct 10th 2003
It seems I have to purchase some premium service for anyone to see large files publicly, the map is in the map folder but you guys cant dl it because yahoo is gay and i gotta pay for it, lol. So I should have my map up in a week or two.. Im glad you guys pointed that out. I think its a really fun map cant wait to show you guys!.
Re: cs_deathvalley
Posted by Cassius on
Wed Jan 14th 2004 at 4:56am
Cassius
member
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Aug 24th 2001
The map isn't very good looking, which I'm sure you know. The main thing I see going for it is the brushwork, which seems to be fairly polished if not very clean. Texturing needs work.
Judging from the pictures, I wouldn't say the layout is ripe for good gameplay. Assault and Siege do have one thing in common in terms of play: the T's are meant to camp inside their bases and wait for the CT's. You have a long, open sniper range, which I GARUNTEE won't get used much, and any T who pokes his head out will get awped instantly.
Now imagine this. You have one entrance to your base, as far as I can see. The terrorists, knowing full well that they can't even peek around the corner at the advancing CT's, are forced to just stare at the doorway until the CT's arrive. Likewise, the advancing CTs know that if they try to slowly crouch-walk under the door, they'll be dead in a snap. Such a huge standoff is unhealthy, because the only ways to end it would be to either nade spam the enemy to hell or to just go all out rambo with Paras.
Obviously, that's only one way it could play out, and I apologize if you've already playtested and that's not the case, but that's just a theory of mine.
Re: cs_deathvalley
Posted by matt on
Wed Jan 14th 2004 at 9:57am
matt
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Location: Edinburgh
Looks a little bit to much like cs_assault.
Re: cs_deathvalley
Posted by Forceflow on
Wed Jan 14th 2004 at 4:55pm
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Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Looks a bit like assault, but I like it.
Will provide very interesting teamplay.
Re: cs_deathvalley
Posted by Nukem on
Wed Jan 14th 2004 at 8:25pm
52 posts
55 snarkmarks
Registered:
Oct 10th 2003
There is about 3 or 6 entrances to the base, (Including vents and the backdoor) So yes cassius, what you desciribed is not at all how the map is. And thanks for telling me how bad looking it is, thanks chum. I think it looks dope. Theres is even tunnels and sewers from one side of map to the other, that helps alot. Once I get some premium webspace, I will be able to post a working dl link, sorry for the inconvienence people.. I am aware of the crate problem, I dont know how to make rocks to well, r_speeds are high enough outdoors. This is my first cs map.
Re: cs_deathvalley
Posted by Cassius on
Wed Jan 14th 2004 at 10:51pm
Posted
2004-01-14 10:51pm
Cassius
member
1989 posts
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Aug 24th 2001
Well, 'chum', I didn't lie to you. You'll forgive me for not knowing how the gameplay goes - only theories of course, but I had no way to download it. The fact that it's your first CS map gives you no right to excuse your way past valid criticism and insult me in turn, especially when it was an attempt to be helpful. 'Cheers', 'chum'.
Re: cs_deathvalley
Posted by Nukem on
Wed Jan 14th 2004 at 11:48pm
Posted
2004-01-14 11:48pm
52 posts
55 snarkmarks
Registered:
Oct 10th 2003
:biggrin: Ok you should now be able to download the map, I'm only gonna use this link temporarily though.
Re: cs_deathvalley
Posted by Mr.Ben on
Fri Jan 16th 2004 at 8:19am
Mr.Ben
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Aug 29th 2003
For your first CS map it looks good though one thing i'd say is it looks exactly like other CS maps. assault, siege (the bridge) and militia (the tunnel) and i see nothing that really goes POW and which seperates your map from others.
Re: cs_deathvalley
Posted by Nukem on
Sat Jan 17th 2004 at 1:30am
52 posts
55 snarkmarks
Registered:
Oct 10th 2003
[color=white]I really dont quite understand what you mean about the door not opening properly?? Can you maybe go into a little more detail? It opens fine for me. I appreciate the feedback. :biggrin: [/color]
[color=white]I used -bounce 4 -smooth 180 (<is this good), -extra -chop 32 -sparse for rad. The outdoors ground and rock textures are scaled up tp like 4 I think, that is why the lighting is horrid outside. I like the lighting inside, but could be improved. I used Textured lighting as well as 6 light entities for each lightbulb in the tunnel, one in all directions. Too many crates in the tunnel. I have that many crates so in the t's rush the cts, it is bound to happen I suppose. Vents serve plenty of purpose, you can sneek up on the enemy, or hide maybe as a t waiting for ct to rescue hostages. And whats cooler than having a ventilated cave! jk. but I suspect I may take them out. Thats it for now.[/color]
Re: cs_deathvalley
Posted by Tracer Bullet on
Sat Jan 17th 2004 at 6:36am
2271 posts
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May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Keep the -bounce perameter to 1, otherwise the lighting becomes way to uniform. I think just changing this perameter may help allot. however, you may have to make the individual lights brighter.
The problem with the door is that I feel that double doors like that should open in unison. you need to use a trigger_multiple to trigger both doors at the same time.
edit The scale on your textures will have no affect whatsoever on the lighting.
Re: cs_deathvalley
Posted by Cassius on
Sat Jan 17th 2004 at 8:49pm
Cassius
member
1989 posts
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Aug 24th 2001
Yeh, Gollum is correct, unless you do -notexscaling (or at least so I hear).
Re: cs_deathvalley
Posted by Nukem on
Sat Jan 17th 2004 at 9:28pm
52 posts
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Registered:
Oct 10th 2003
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:
Re: cs_deathvalley
Posted by Gollum on
Sat Jan 17th 2004 at 9:41pm
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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.
Re: cs_deathvalley
Posted by Tracer Bullet on
Sat Jan 17th 2004 at 10:18pm
Posted
2004-01-17 10:18pm
2271 posts
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Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
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.
Re: cs_deathvalley
Posted by matt on
Sat Sep 4th 2004 at 10:01pm
Posted
2004-09-04 10:01pm
matt
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Jun 26th 2002
Occupation: Student!
Location: Edinburgh
Looks a little bit to much like cs_assault.