Re: cs_spetsnaz
Posted by rs6 on
Sat Jan 15th 2005 at 4:20am
rs6
member
640 posts
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Dec 31st 2004
Occupation: koledge
Location: New Jersey, USA
Looks good. From looking at the screen shots, I don't see anything that needs to be fixed
Re: cs_spetsnaz
Posted by Myrk- on
Sat Jan 15th 2005 at 11:29am
Posted
2005-01-15 11:29am
Myrk-
member
2299 posts
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Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
I thought this was set in Russia? Why is all the writing in English? Also what is your actual theme? And objectives?
Re: cs_spetsnaz
Posted by Razorub on
Sun Jan 16th 2005 at 2:29pm
8 posts
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Registered:
Jan 7th 2005
Occupation: Graphic Artist
Location: USA
For now I just used the current textures. I intend to create custom russian textures for the signs and stuff.
Re: cs_spetsnaz
Posted by Razorub on
Sat Jan 29th 2005 at 11:28pm
Posted
2005-01-29 11:28pm
8 posts
31 snarkmarks
Registered:
Jan 7th 2005
Occupation: Graphic Artist
Location: USA
We are currently running this on SG test server IP 38.113.32.7:27015.
Re: cs_spetsnaz
Posted by viper5k on
Mon Jan 31st 2005 at 10:16am
Posted
2005-01-31 10:16am
29 posts
3 snarkmarks
Registered:
Jan 17th 2005
1st and 2nd pictures good but your third picture looks ehhhhhh
67 posts
227 snarkmarks
Registered:
Jan 7th 2005
Occupation: exec
Location: USA
Well, after I spent a while walking around the map, and was fairly impressed, I played this map on a server last night for about three quarters of an hour. It has some good attributes. It's nice to look at. You got the sense of space right. There are a few nice combat zones. The building is actually kind of intellectually stimulating to attack (if you can survive to get there.) But unfortunately, the map is so unbalanced that it becomes essentially unplayable. The T's can come out of the woodwork like cockroaches, and the CT's must sprint out of a single constricted point, over an unprotected area where they are cannon fodder for the T's, who hold consistently superior positions from above. In order to make the map playable, the CT's need to be able to choose multiple routes to the building that will give the t's some incentive (like cs_assault) to actually hold and cover their position. Cs_twilinght, which is the other ancestor of this map strategy, does a nice job of spawning the CT's closer and giving you three or four initial route options. The time-to-conflict for both teams is quite good. While it would be more work, you could add a sewer/tunnel route from CT spawn that got you into the bottom floor of the building (like cs_estate), and another route that was protected along the left of CT spawn, and these options would change the game play to be more balanced. But as it is, I don't think the map has a lifespan. There is just nothing that the CT's can do once the T's have the initiative.