de_congo

de_congo

Re: de_congo Posted by slayera@sbcglobal.ne on Fri Dec 31st 2004 at 1:03am
Posted 2004-12-31 1:03am
3 posts 10 snarkmarks Registered: Dec 21st 2004
Here is my completed map. It uses a working fall water that will pull the player over the falls if they stay to close. The bomb sites are next to the fall, top and bottom. The T's are trying to dam up the river while the CT are trying to prevent it. You can take the high, middle or low ground. Use the trees and terrain for cover. Look for rope to reach higher ground. Use the underwater/underground cave to escape going over the 2nd deadlier falls, going over will cost you your life.

You can download from here.

http://www.interlopers.net/downloads/custom_maps/de_congo_final.zip

User posted image

User posted image
Re: de_congo Posted by Gwil on Fri Dec 31st 2004 at 1:14am
Gwil
2864 posts
Posted 2004-12-31 1:14am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
It looks nice, but the emphasis on the vertical gameplay seems just a
tad excessive - especially when you're restricted to rope to travel up
and down... Needs more areas than just this one - and larger open
spaces.

Too linear currently.. everything else looks pretty nice though, a well executed theme.
Re: de_congo Posted by Ferret on Fri Dec 31st 2004 at 3:08am
Ferret
427 posts
Posted 2004-12-31 3:08am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Only thing I dont like is the waterfalls. More time needs to be spent on those, other than that its hot
Re: de_congo Posted by Cassius on Fri Dec 31st 2004 at 8:24am
Cassius
1989 posts
Posted 2004-12-31 8:24am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
You definately get points for originality, but the seams in your rockwork show badly.
Re: de_congo Posted by Gorbachev on Fri Dec 31st 2004 at 8:35am
Gorbachev
1569 posts
Posted 2004-12-31 8:35am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I like the idea and the presentation...some of it is a fair bit angular and not quite polished, but it's a great start.
Re: de_congo Posted by RabidMonkey777 on Fri Dec 31st 2004 at 9:18am
RabidMonkey777
207 posts
Posted 2004-12-31 9:18am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
Nice. Looks spiffy.
Re: de_congo Posted by Myrk- on Fri Dec 31st 2004 at 2:37pm
Myrk-
2299 posts
Posted 2004-12-31 2:37pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Displacement tutorial is needed for you it seems. Try it out, its how you get really nice surfaces. Also I think maybe a cave that goes up could be good. You might wanna try and find out how to have an AWP/AWM restriction built in or something, would be carnage with AWMs abound- or maybe max out the fog a little so AWMs are only useful for a short distance.

Also more foliage and get rid of that ridiculously huge tree.
Re: de_congo Posted by ReNo on Fri Dec 31st 2004 at 2:41pm
ReNo
5457 posts
Posted 2004-12-31 2:41pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
LOL, I hadn't noticed that tree till I read your reply Myrk :lol: I think you are definately spot on, it looks crazy large.

Map is looking good, and I really like the theme. Apart from what the
others have said, I also think you need to work on your skybox, as it
currently looks wierd having some fairly nice cliffs and whatnot going
straight onto pretty flat looking grass with ultra angular hills at the
edges.
Re: de_congo Posted by Myrk- on Fri Dec 31st 2004 at 2:44pm
Myrk-
2299 posts
Posted 2004-12-31 2:44pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
LOL You do realise anyone with Service Pack 2 can't unzip your file? Its blocked!

[edit] Your lucky winRar can unzip it... but normal built in windows zipper doesn't work on it.
Re: de_congo Posted by The_6th_monkey on Fri Dec 31st 2004 at 3:04pm
The_6th_monkey
73 posts
Posted 2004-12-31 3:04pm
73 posts 37 snarkmarks Registered: Nov 29th 2003 Location: !!EARTH!!
Looks cool.....needs cover though because anyone below will have no cover what so ever in a fire fight
Re: de_congo Posted by habboi on Fri Dec 31st 2004 at 3:04pm
habboi
782 posts
Posted 2004-12-31 3:04pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Yes its cool and i had similar idea but you have managed to make it work quite well only thing is the bridge looks as though the wood is floating in mid air?

apart from that well done ;)
Re: de_congo Posted by Myrk- on Fri Dec 31st 2004 at 3:05pm
Myrk-
2299 posts
Posted 2004-12-31 3:05pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
OK I had a go on this level. To be honest, I really liked it. It needs alot of work, but I think you have the basis of a good level.

Firstly you need to understand- you don't need to do crappy trees with brushes anymore, there are model trees which look really good. At the top of the waterfall you should use loads of model trees. You'll find only 4 of the tree models have green leaves as skin number 3 (oak_tree01.mdl, tree_deciduous_01a.mdl and 02a.mdl and tree_poplar_01.mdl). Use these loads and also learn about the repeating grass sprites that appear on certain grounds.

Also- niggly problems I found:

You don't seem to know what or how to use cubemaps. You need on on your water surfaces to make the reflections the right colour. Your rope bridge is a bit iffy- the slats that you walk on are hovering. Your waterfall texture is really crap and has a crappy scroll to it, all flickery. Your dustpuffs you've use to make the waterfall spray need work. Theres a few wierd random cravaces that look a bit wierd, you need to line up and make that skybox a bit more complex to make them look better. Use the distant tree models (the tree line, I know they are all dead trees but it will look better) for the skybox.

The main issues with this map summed up=

<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
You need to do more displacement on your rocks. Use the Noise subcommand on displacement to make them a bit more jagged.

You need to sort out them ropes, they really are crappy.

You need to sort out your foliage and niggly problems.

You need to make the lighting better. I suggest making it day time and bright so to get more contrast in the map. Maybe make the fog a bit more severe too.

[/quote]
Re: de_congo Posted by Myrk- on Fri Dec 31st 2004 at 4:28pm
Myrk-
2299 posts
Posted 2004-12-31 4:28pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
I said about this map in the forum post. Could be very good but needs a lot of work. In my eyes it's half done.
Re: de_congo Posted by Random on Sat Jan 1st 2005 at 4:39pm
Random
27 posts
Posted 2005-01-01 4:39pm
Random
member
27 posts 13 snarkmarks Registered: Dec 28th 2004 Location: Canada
Pretty fun map could use some more work. I really like the ambient jungle sound you have playing too it adds a nice feel. Also you've got good architecture, and it's a pretty unpredictable map altogether.
Re: de_congo Posted by willow on Wed Feb 16th 2005 at 11:37pm
willow
34 posts
Posted 2005-02-16 11:37pm
willow
member
34 posts 13 snarkmarks Registered: Nov 24th 2004 Location: Central California
I like the idea and presentation of the map, however how it plays is another story. I've played this many time on my clan's server, and the gameplay is very random on it. If the gameplay was alittle more controlled with how the teams can move, it could be a great map I feel. Also some deviation in the ground's "terrain" could really help.
Re: de_congo Posted by homogenous on Fri Feb 18th 2005 at 5:29pm
homogenous
10 posts
Posted 2005-02-18 5:29pm
10 posts 1 snarkmarks Registered: Feb 18th 2005 Occupation: Student Location: Canada
Looks magnificent, but 29 fps? Maybe want to use some hint brushes...
Re: de_congo Posted by $loth on Thu Apr 27th 2006 at 3:50pm
$loth
2256 posts
Posted 2006-04-27 3:50pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
This is a great map, i've played it a few times now, it could do with some optimization though I have gotten lower on official CS: S maps.
Re: de_congo Posted by smerf on Thu Apr 26th 2007 at 7:54pm
smerf
37 posts
Posted 2007-04-26 7:54pm
smerf
member
37 posts 174 snarkmarks Registered: Dec 28th 2006 Occupation: Gamer Location: USA
I like the look of this map. good eye candy. alot different than most other maps i play.