Re: de_subzero (working title)
Posted by DocRock on
Tue Nov 30th 2004 at 8:06pm
DocRock
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I'd like some feedback on this map. A few people have already made some suggestions thru PM and now I'm opening this to the forum.
I am working the terrain to try and get rid of the blockiness - and the textures are just placeholders now until some better ones come along thru the full SDK.
Thanks to those who have made comments thus far.
This is a remake of my original SubZero dm map. I've removed the large underground frozen labrynth and am going for larger frozen expanse above ground. This will also be my first CS map...any suggestions are welcome.
Re: de_subzero (working title)
Posted by 7dk2h4md720ih on
Tue Nov 30th 2004 at 8:12pm
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Some vegetation would add some much needed colour. Most of my gripes in
the comment were obvious things, but I felt the need to call you on
them anyway, just to be a jerk.
If you gave a little more information about the theme, setting and timeframe, I'm sure you'd recieve more refined suggestions.
Re: de_subzero (working title)
Posted by DocRock on
Tue Nov 30th 2004 at 8:43pm
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Theme is pretty much just a frozen place buried in snow. This is just one side of a larger area. Timeframe is the present - cold, winter. There wouldn't be any foilage on trees for color. It's a de- map, so there will be a central area to blow up and defend.
Hope this helps a little..
Re: de_subzero (working title)
Posted by Yak_Fighter on
Tue Nov 30th 2004 at 9:07pm
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The only constructive comment I can give is that the layout from what I can see will not be conducive to CS in any way, let alone as a serious de map. I'd think a good de map needs more directed flow, real flanking options, and defendable points, kinda like how de_dust2 is laid out. This is just a big open dm map.
Also, I can see you're really taking advantage of the power of the source engine :rolleyes:
Re: de_subzero (working title)
Posted by DocRock on
Wed Dec 1st 2004 at 2:33pm
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Thanks for the input. I appreciate it, and since I've never really played alot of CS, I don't know how the flow should be laid out.
Map scrapped.
Re: de_subzero (working title)
Posted by Yak_Fighter on
Wed Dec 1st 2004 at 5:43pm
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Well if you're serious about making a de map, I'd suggest taking a long look at dust, dust2, and aztec to see their strengths and weaknesses, and then looking at maps like torn to see how not to make a de map. A good de map has multiple paths that force small groups to go together but are never safe, so there is always a danger of getting flanked. It makes the game more difficult, tense, and more rewarding. CS maps allow ts to just camp and forces the cts to just rush, while there are many different strategies for de.
Re: de_subzero (working title)
Posted by ReNo on
Wed Dec 1st 2004 at 6:10pm
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Torn does make a fun DM style CounterStrike map though :smile: I've had some
great 2v2's at LAN's on torn where the objective isn't really adhered
to.
Re: de_subzero (working title)
Posted by Spartan on
Thu Dec 2nd 2004 at 11:21am
Posted
2004-12-02 11:21am
Spartan
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Instead of scrapping a map try turning it into something else. That happens to me a lot and I always get better results afterwards.