Re: cs_twilight
Posted by Cyantist on
Thu Dec 2nd 2004 at 9:17pm
12 posts
1 snarkmarks
Registered:
Nov 26th 2004
I've been finding cs_twilight on public servers and thus have finally tried some real gameplay. While my experience is still limited, I wanted to offer feedback on the map and encourage others to give the map a try.
It is a mini-cs_office, in that it is a small office building with hostages, using cs_office textures and models inside. There are two levels (floors) unlike cs_office's one. CTs start outside of the building and can enter the front doors or back door on floor 1 or climb the fire-escape and enter thru broken windows floor 2. This gives the Ts the guessing game necessary to balance the map out. There are enough corners and cover and hiding places and two-way hallways to make both sneaking around or loudly running a risk.
If Ts rush downstairs from their upstairs starting positions they may immediately encounter CTs. In this case if CTs have stuck together or arrived first they'll probably clean up the over-eager T. But anywhere someone is in the building is an iffy location because it's possible to be flanked. The halls run a complete circle around each floor. There are two staircases between floor 1 and 2. Besides doors and corners to hide behind, there are a couple dark spots or potted plants to make your presence less obvious. And the map is so small that it's trivial to run to another location or see someone coming and attempt to run around to approach from behind them.
Even if you're kept guessing a little bit, there's no real complexity to the map. Just running around it a few times allows you to get a feel for it, which is great for those who haven't played this one before. One problem I found at first was differentiating between the stairwells: they're both too similar to tell which is which. And the same might be said about the halls - there is some variety in architecture to give away where you are in the building once you get used to it, but it would be better to have more visual variety. A flickering flourescent lamp in one location might help a lot.
It's also too bad there aren't more features. I don't think there are any working doors or other usable objects. No security cams, no fire escape door with alarm, and the building is more hallway than used office space. Realism is otherwise fairly high, with some great attention to detail to make the map visually pleasing, enough physics and breakable objects to keep the short attention span busy, and no suspense of disbelief needed: you fall right into your role and don't have to think for a second about the map as it's already a perfect environment to get down to business.
Which is why this is so much fun. Six players can have a field day, making wish there were a lot more maps made for small teams and servers to rotate thru them. It's really too bad that cs_twilight is often followed up by a killbox on the servers willing to rotate custom maps. At any rate, if you run a small server or see cs_twilight as a current map, consider trying it out. I bet it'll last - I'll be surprised if I find it doesn't have immense replay value.
Cheers to Anozireth, and if you, Anozireth, feel like taking this map to the next level with custom textures, models, and even more detail, a little bit of reworking, etc, you could take this map to 10.
Verdict
Worth every penny; more maps should join the ranks of the tightly orchestrated environment with all the trim that is cs_twilight
Re: cs_twilight
Posted by Cyantist on
Thu Dec 2nd 2004 at 9:17pm
12 posts
1 snarkmarks
Registered:
Nov 26th 2004
I've been finding cs_twilight on public servers and thus have finally tried some real gameplay. While my experience is still limited, I wanted to offer feedback on the map and encourage others to give the map a try.
It is a mini-cs_office, in that it is a small office building with hostages, using cs_office textures and models inside. There are two levels (floors) unlike cs_office's one. CTs start outside of the building and can enter the front doors or back door on floor 1 or climb the fire-escape and enter thru broken windows floor 2. This gives the Ts the guessing game necessary to balance the map out. There are enough corners and cover and hiding places and two-way hallways to make both sneaking around or loudly running a risk.
If Ts rush downstairs from their upstairs starting positions they may immediately encounter CTs. In this case if CTs have stuck together or arrived first they'll probably clean up the over-eager T. But anywhere someone is in the building is an iffy location because it's possible to be flanked. The halls run a complete circle around each floor. There are two staircases between floor 1 and 2. Besides doors and corners to hide behind, there are a couple dark spots or potted plants to make your presence less obvious. And the map is so small that it's trivial to run to another location or see someone coming and attempt to run around to approach from behind them.
Even if you're kept guessing a little bit, there's no real complexity to the map. Just running around it a few times allows you to get a feel for it, which is great for those who haven't played this one before. One problem I found at first was differentiating between the stairwells: they're both too similar to tell which is which. And the same might be said about the halls - there is some variety in architecture to give away where you are in the building once you get used to it, but it would be better to have more visual variety. A flickering flourescent lamp in one location might help a lot.
It's also too bad there aren't more features. I don't think there are any working doors or other usable objects. No security cams, no fire escape door with alarm, and the building is more hallway than used office space. Realism is otherwise fairly high, with some great attention to detail to make the map visually pleasing, enough physics and breakable objects to keep the short attention span busy, and no suspense of disbelief needed: you fall right into your role and don't have to think for a second about the map as it's already a perfect environment to get down to business.
Which is why this is so much fun. Six players can have a field day, making wish there were a lot more maps made for small teams and servers to rotate thru them. It's really too bad that cs_twilight is often followed up by a killbox on the servers willing to rotate custom maps. At any rate, if you run a small server or see cs_twilight as a current map, consider trying it out. I bet it'll last - I'll be surprised if I find it doesn't have immense replay value.
Cheers to Anozireth, and if you, Anozireth, feel like taking this map to the next level with custom textures, models, and even more detail, a little bit of reworking, etc, you could take this map to 10.
Design
Gameplay
Verdict
Worth every penny; more maps should join the ranks of the tightly orchestrated environment with all the trim that is cs_twilight
Pros
decent layout, small map - nice and quick rounds, well balanced, complete with attention to detail, a good deal of fun
Design
not enough customization, few special features
Re: cs_twilight
Posted by Mor7y on
Fri Dec 3rd 2004 at 12:06pm
Posted
2004-12-03 12:06pm
Mor7y
member
63 posts
125 snarkmarks
Registered:
Sep 3rd 2003
Occupation: School
Location: in front of a PC
Nice screenshot, I liked it.
Re: cs_twilight
Posted by Cassius on
Sat Dec 4th 2004 at 7:05pm
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Nice; the street outside looks empty, though.
Re: cs_twilight
Posted by 7dk2h4md720ih on
Sat Dec 4th 2004 at 8:54pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
I downloaded this but never got a chance to play it. I'll get around to it at some stage.
Re: cs_twilight
Posted by Orpheus on
Sat Dec 4th 2004 at 9:18pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
for what its worth, the screenshot looks A-Typical.
Re: cs_twilight
Posted by Ricky_C on
Thu Dec 9th 2004 at 2:50pm
Ricky_C
member
15 posts
22 snarkmarks
Registered:
Nov 29th 2004
Occupation: Student
Location: UK
One thing you may want to do is turn the shadows off all the
hanging pictures cause it creates that awful looking shadow underneath it.
Out around the back you have a single tyre with
prop_mulitplayer_physics on it in the middle of the alley, you may want
to move it as you end up bouncing back off it when heading towards the
door.
Other than that its a nice looking map.
<o:p></o:p>
Re: cs_twilight
Posted by Monqui on
Thu Dec 9th 2004 at 3:11pm
Monqui
member
743 posts
94 snarkmarks
Registered:
Sep 20th 2002
Occupation: Poor College Student
Location: Iowa, USA
I was actually playing this map last night with a few people, and it's really not all that bad. It's pretty simple in terms of layout, considering it's a small map, but it's open enough to house 8-10 players pretty well. That would be pretty damn crazy, but I think it would work out rather well.
Re: cs_twilight
Posted by (-[PREDATOR]-) on
Mon Feb 14th 2005 at 7:59am
65 posts
567 snarkmarks
Registered:
Aug 5th 2004
Occupation: Student
Location: Koszalin, Poland (Polska)
Hmmm... nice screenshot. It's look like Rainbow Six 3. Thats what I like. I can't rate map, becouse I don't have CS:S (yet) so I can't play on this map. Nice work.
Re: cs_twilight
Posted by satchmo on
Tue Aug 16th 2005 at 8:27pm
satchmo
member
2077 posts
1809 snarkmarks
Registered:
Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
What happened to the screenshot?
Re: cs_twilight
Posted by (-[PREDATOR]-) on
Tue Dec 13th 2005 at 6:08pm
65 posts
567 snarkmarks
Registered:
Aug 5th 2004
Occupation: Student
Location: Koszalin, Poland (Polska)
That was a long time I played (on-line) this map, but I remember, it's a nice map. It's looks like cs_office (textures inside the building), what makes it little boring. Outdoor buildings isn't detailed. I can "only" give 7 in rating.