Counter-Strike Source mod

Counter-Strike Source mod

Re: Counter-Strike Source mod Posted by Asuka on Thu Dec 2nd 2004 at 3:09am
Asuka
17 posts
Posted 2004-12-02 3:09am
Asuka
member
17 posts 22 snarkmarks Registered: Nov 8th 2004 Occupation: Playing Counter-Strike Location: Usa
Starting a mod team for a Counter-Strike Source mod i have planed. [Read inside]

Counter-Strike Source Mod


Below you will read why i would like to make this Mod and some details about the mod itself.

Reason:

I have always thought cs was a very good game but was always missing
something. I play cs competatively and am trying to run a team that
will go far. When i take time off to have some fun and pub i always
feel i cant injoy myself because its like a job im always thinking of
how i need to improve aim or if im positioning myself correctly. Couple
of months ago i had an idea but never really got to start it or write
the details out untill now. The old time cs players would probably
remember maps called Es_ standing for Escape maps. In these maps the
Terrorists would have to escape from the Counter-Terrorists. When the
Terrorists would reach the escape point they won. This never really
caught on back then thats why they ended up taking it out of cs. The
problem i feel about it was that the maps really werent made good plus
the old hl engine made it look boring. There were no real vehicles and
only really 2 maps that i remember officially being released.

Idea:

What im planing on making is something similar to the old Es_ maps but
a lot more detailed and fun using the Source engine. The way this mod
will work is like this. There will be one T spawn Point and a number of
ct spawn points around the map. The Ts will have to travel in a set
path and escape from the cts. The cts will be placed in strategic
points around them map. The maps will be well built with choke points
and some more things i have in mind but wont share at this time. I have
a draw out sketch for a map im going to start building. People who are
interested in joining this mod team can mesg me for a scan of the map
layout/detail. This sounds simple but it surely isnt. The maps will be
extremely detailed, spawn points for the cts will be placed a very
interesting and smart points.

What i need to be able to do:

1. Able to make costom vehicles

2. Ammo crates that hold a designated amount of Grenades or smokes.

3. Code to make the Terrorists win once they have reached a point on the map.

4. Costom guns mounted on costom vehicles

5. Teleports (Still thinking if i really need this, not final)

6. Weapon placement

People i need for mod:
  • I will be a level designer and person who gives input for mod.
  • 1 or more level designers. (besides me)
  • 1 or more programmers
  • 1 or more modellers (For ingame custom vehicles road blocks etc.)
Everyone that is part of the mod team will have equal say. Everyone can
give input and their own opinions. Im not a boss, i will be part of the
mod team like everyone else.

Who ever is interested in this email/aim me at:
  • Ksm Slipknot
If you are interested i will send you the map layout i have as of now
with more details about the mod. Future ideas i would like to add and
some very interesting ideas i would like to implement upon release of
the mod.

If you would like to talk to me over voice. Download this free program
http://www.ventrilo.com/ and email/aim me with a time date and we will
set up a meeting.
Re: Counter-Strike Source mod Posted by Vash on Thu Dec 2nd 2004 at 3:21am
Vash
1206 posts
Posted 2004-12-02 3:21am
Vash
member
1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
hangs head in shame
Re: Counter-Strike Source mod Posted by Nickelplate on Thu Dec 2nd 2004 at 3:39am
Nickelplate
2770 posts
Posted 2004-12-02 3:39am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
I say go for it. I can make some prefabs for you if you want...
Re: Counter-Strike Source mod Posted by Yak_Fighter on Thu Dec 2nd 2004 at 4:32am
Yak_Fighter
1832 posts
Posted 2004-12-02 4:32am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
It sounds like you have a plan, but I'd suggest making your own mod instead of trying to mod CS:S. I dunno if that's really feasible. Since you won't be using CS:S as a base I'd think you should use the HL2DM as a base and create more of a civilians vs combine mod where the civilians need to obviously escape from the combine's clutches. Perhaps you could have spawn points that move up once a certain section is taken by the civilians ala TFC's Warpath or Dustbowl. Then again that's already been done so I dunno.

By reading what you've typed it seems you're a little new to this and not quite cognizant of what you need to do or how to do it, so I doubt you'll be able to get this off the ground or even get a team, but don't let me discourage you. Perhaps you should show off some previous work you've done in order to show people you're capable of this kind of commitment?
Re: Counter-Strike Source mod Posted by Junkyard God on Thu Dec 2nd 2004 at 8:49am
Junkyard God
654 posts
Posted 2004-12-02 8:49am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
sounds realy good, can i be a level desinger,

i've always been a big fas of old cs versions, but as you say, it
got boring after a while, wehen the only maps left were cs and de, and
now it's even worse, they make a source engine cs and the only thing
they use thats new to source is func_breakable_surf windows in office :S

i would love to help out a bit.

very nice idea :smile:
Re: Counter-Strike Source mod Posted by Dietz on Thu Dec 2nd 2004 at 9:08am
Dietz
101 posts
Posted 2004-12-02 9:08am
Dietz
member
101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
can i be leder? i do maps good.
Re: Counter-Strike Source mod Posted by scary_jeff on Thu Dec 2nd 2004 at 10:01am
scary_jeff
1614 posts
Posted 2004-12-02 10:01am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
This is the best written 'starting a mod' thread we have had for ages.
Re: Counter-Strike Source mod Posted by Leperous on Thu Dec 2nd 2004 at 10:16am
Leperous
3382 posts
Posted 2004-12-02 10:16am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>This never really caught on back then thats why they ended up taking it out of cs. The problem i feel about it was that the maps really werent made good plus the old hl engine made it look boring. There were no real vehicles and only really 2 maps that i remember officially being released.</DIV></DIV>

... plus there's the possibility that it just didn't work? Do you think it's wise to make a whole mod based around something that was considered a bad idea and dropped, or do you think that simply adding vehicles will fix everything? TBH I think you need more, there's not much skill in running!
Re: Counter-Strike Source mod Posted by Cash Car Star on Thu Dec 2nd 2004 at 10:29am
Cash Car Star
1260 posts
Posted 2004-12-02 10:29am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I agree with Yak in that I think you should lose a bit of the CS branding in your mod to create something a bit more unique. You seem capable enough, there's no need to attach yourself to something you will be brusquely perceived as a poor man's clone of.
Re: Counter-Strike Source mod Posted by $loth on Thu Dec 2nd 2004 at 3:26pm
$loth
2256 posts
Posted 2004-12-02 3:26pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
<DIV class=quote>
<DIV class=quotetitle>? quoting scary_jeff</DIV>
<DIV class=quotetext>This is the best written 'starting a mod' thread we have had for ages.</DIV></DIV>
agrees not to take the thread off topic, but the way you presented your idea was very good :smile: .
Re: Counter-Strike Source mod Posted by Naklajat on Thu Dec 2nd 2004 at 3:59pm
Naklajat
1137 posts
Posted 2004-12-02 3:59pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
sounds like that could be a cool mod, dont know about the idea of
making it for cs though... i like yak's suggestion of making it with a
hl2 theme. one suggestion i have for the list of needed team members is
at least one 2d/texture artist. after the hl2dm mapping contest i would
be willing to help out in what way i could(not as a texture artist
though, i'm no good at that).
Re: Counter-Strike Source mod Posted by scary_jeff on Thu Dec 2nd 2004 at 4:17pm
scary_jeff
1614 posts
Posted 2004-12-02 4:17pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I think the mod idea can definately work. It's like that UT mode, but in reverse, with one team trying to get away from somewhere as opposed to to somewhere.
Re: Counter-Strike Source mod Posted by 7dk2h4md720ih on Thu Dec 2nd 2004 at 4:29pm
7dk2h4md720ih
1976 posts
Posted 2004-12-02 4:29pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
hangs head in shame
I hope you're hanging your head for your s**tty contribution to the thread.
Re: Counter-Strike Source mod Posted by Gwil on Thu Dec 2nd 2004 at 4:35pm
Gwil
2864 posts
Posted 2004-12-02 4:35pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
I thought the whole reason the es_ mode didn't work (I only played
es_jail, well, I can't remember the other map at least) is because it
is essentially the cs_ hostage mode in reverse.

The terrorists always felt penalised by the lack of choice over weapons
and the fact the Counter Terrorists could essentially sit and camp.
Which, as I mentioned is more or less role reversal from hostage rescue
scenarios.

It can work, but you have to think outside the counterstrike shell.
Perhaps say, the trapped team can have outside help to blow a hole in a
wall, perhaps - or maybe certain doors etc only work with 2 people
interacting.

The idea works but you have to snazz up the gameplay and make it little
more than a "run at the counter terrorists and try and kill them
affair". It doesn't contribute toward teamplay at all, and I think
that's the greatest shame of all with mods like CS/TFC.

using the idea as a base is a start, but develop your level design
skills and think of ways to make the gameplay more interesting.
Re: Counter-Strike Source mod Posted by Asuka on Thu Dec 2nd 2004 at 9:26pm
Asuka
17 posts
Posted 2004-12-02 9:26pm
Asuka
member
17 posts 22 snarkmarks Registered: Nov 8th 2004 Occupation: Playing Counter-Strike Location: Usa
It sounds like you have a plan, but I'd suggest making your own mod instead of trying to mod CS:S. I dunno if that's really

feasible. Since you won't be using CS:S as a base I'd think you should use the HL2DM as a base and create more of a civilians

vs combine mod where the civilians need to obviously escape from the combine's clutches. Perhaps you could have spawn points

that move up once a certain section is taken by the civilians ala TFC's Warpath or Dustbowl. Then again that's already been

done so I dunno.

By reading what you've typed it seems you're a little new to this and not quite cognizant of what you need to do or how to do

it, so I doubt you'll be able to get this off the ground or even get a team, but don't let me discourage you. Perhaps you

should show off some previous work you've done in order to show people you're capable of this kind of commitment?
The main reason i didnt want to make it a hl2dm based mod was because i wanted it to still have the "Counter-Strike" feel.

For example, how the weapons would shoot or generally how the game would feel. As you said i am new to this but i do have the

dedication to do this. I was originally going to make the map i had planned and show people how the maps for this mod would

be built. I decided that i would wait for the full sdk and focus more on planning out the map in much greater detail. I also

thought it would be best to pretty much have the whole mod planned out in detail before i go posting on forums asking for

people. That way whoever was even slightly interested and asked me about the mod. I would be able to answer all his questions

in detail.
? quote:

This never really caught on back then thats why they ended up taking it out of cs. The problem i feel about it was that the

maps really werent made good plus the old hl engine made it look boring. There were no real vehicles and only really 2 maps

that i remember officially being released.

... plus there's the possibility that it just didn't work? Do you think it's wise to make a whole mod based around something

that was considered a bad idea and dropped, or do you think that simply adding vehicles will fix everything? TBH I think you

need more, there's not much skill in running!
Its not about only adding vehicles. I have some very cool ideas i didnt post about. This mod will just take the very basic

concept of Escape maps. If you want to talk to me about the mod in more detail ill give you my ventrilo server ip so we can

speak.
I agree with Yak in that I think you should lose a bit of the CS branding in your mod to create something a bit more

unique. You seem capable enough, there's no need to attach yourself to something you will be brusquely perceived as a poor

man's clone of.
As i wrote above the reason i wanted to make it Counter-Strike based was because i wanted that feel. I love cs and so do all

the other people who play it, i mean its only one of the most played games. This wont be a clone to cs, the way i like to

categorize this mod is as a different "mode" for cs. I feel that this way i can keep the feel that everyone likes about cs

and make it more fun and interesting. As i said in the main post i have some very cool ideas that i would like to talk about

with people who have a better understanding and more experience then me about modding. Its best to speak in voice tho, typing

it out wont do it i feel.
sounds like that could be a cool mod, dont know about the idea of making it for cs though... i like yak's suggestion

of making it with a hl2 theme. one suggestion i have for the list of needed team members is at least one 2d/texture artist.

after the hl2dm mapping contest i would be willing to help out in what way i could(not as a texture artist though, i'm no

good at that).
Yes i forgot to add 2d/texture artist.
I thought the whole reason the es_ mode didn't work (I only played es_jail, well, I can't remember the other map at

least) is because it is essentially the cs_ hostage mode in reverse.

The terrorists always felt penalised by the lack of choice over weapons and the fact the Counter Terrorists could essentially

sit and camp. Which, as I mentioned is more or less role reversal from hostage rescue scenarios.

It can work, but you have to think outside the counterstrike shell. Perhaps say, the trapped team can have outside help to

blow a hole in a wall, perhaps - or maybe certain doors etc only work with 2 people interacting.

The idea works but you have to snazz up the gameplay and make it little more than a "run at the counter terrorists and try

and kill them affair". It doesn't contribute toward teamplay at all, and I think that's the greatest shame of all with mods

like CS/TFC.

using the idea as a base is a start, but develop your level design skills and think of ways to make the gameplay more

interesting.
Yes i agree. As i said i have some very interesting ideas. The idea and concepts i have planned i haven't seen anywhere.

(Maybe some have been used out there but i swear i have never seen them) The only reason i wanted it to be cs based was to

keep the feel of cs. (Shooting, recoil, movement, weapons)

As i said i would love to talk to you guys about the details for this mod. Its just not so easy to write some of these ideas

out. I feel that if i can talk to you guys with voice i could express my ideas more clearly. So if you guys want to talk we

can set up a meeting to talk in my ventrilo server.

A very nice program http://www.ventrilo.com/ NO lag very clear voice.