cs_spetsnaz

cs_spetsnaz

Re: cs_spetsnaz Posted by rs6 on Sat Jan 15th 2005 at 4:20am
rs6
640 posts
Posted 2005-01-15 4:20am
rs6
member
640 posts 94 snarkmarks Registered: 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
Myrk-
2299 posts
Posted 2005-01-15 11:29am
Myrk-
member
2299 posts 604 snarkmarks Registered: 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
Razorub
8 posts
Posted 2005-01-16 2:29pm
Razorub
member
8 posts 31 snarkmarks 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
Razorub
8 posts
Posted 2005-01-29 11:28pm
Razorub
member
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
viper5k
29 posts
Posted 2005-01-31 10:16am
viper5k
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29 posts 3 snarkmarks Registered: Jan 17th 2005
1st and 2nd pictures good but your third picture looks ehhhhhh
Re: cs_spetsnaz Posted by Razorub on Sat Feb 26th 2005 at 9:38pm
Razorub
8 posts
Posted 2005-02-26 9:38pm
Razorub
member
8 posts 31 snarkmarks Registered: Jan 7th 2005 Occupation: Graphic Artist Location: USA
This map is now 99% complete, and I have released it for public playing. We currently are running it on a 14 man test server: 38.113.32.7:27015. Stop by and check it out if u have the time.

For more info and screenshots visit: http://www.razorub.net

Note: On the outside west side of the building, there is a power switch to kill the interior lighting. Makes for some very intense night vision entry.

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Enjoy!
Re: cs_spetsnaz Posted by Razorub on Sat Feb 26th 2005 at 9:49pm
Razorub
8 posts
Posted 2005-02-26 9:49pm
Razorub
member
8 posts 31 snarkmarks Registered: Jan 7th 2005 Occupation: Graphic Artist Location: USA
This map is now 99% complete. I have released it to the public and we are currently running it on SG test server: 38.113.32.7:27015. Stop by and check it out if you have the time.

Note: On the outside west side of the building, there is a power switch the CTs can use to kill the interior lighting. Makes for some very intense night vision entry.

For more info and screenshots, visit http://www.razorub.net

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Re: cs_spetsnaz Posted by Liberal.Nyulism on Sun Apr 10th 2005 at 4:49pm
Liberal.Nyulism
67 posts
Posted 2005-04-10 4:49pm
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.