Re: awp_canal_20ppl_beta
Posted by fishy on
Thu Mar 3rd 2005 at 12:00am
Posted
2005-03-03 12:00am
fishy
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does this mean that all the T's need to do to win, is hide behind the wall?
Re: awp_canal_20ppl_beta
Posted by Orpheus on
Thu Mar 3rd 2005 at 1:20am
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i didn't think it was even possible to conceive of an idea less productive than a killbox, but you proved me wrong.
the idea of multiple campers waiting for someone to not camp is.... fascinating. like watching steam rise off of s**t on a cold winter day.
shakes head
simply amazing.
Re: awp_canal_20ppl_beta
Posted by Gwil on
Thu Mar 3rd 2005 at 1:21am
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It's an AWP map to be fair, it's kind of the whole point - BUT, there are better ways to execute a good sniper map. Hell, even basing it on the ruins of Beirut would be a good CS kinda reason to do it!
Re: awp_canal_20ppl_beta
Posted by ReNo on
Thu Mar 3rd 2005 at 1:30am
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Oh it isn't an official gamemode or anything thankfully, but its a really popular custom type that loads of people make.
Re: awp_canal_20ppl_beta
Posted by French Toast on
Thu Mar 3rd 2005 at 1:39am
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Well, I'm ready to give the first positive feedback. While I hate AWP maps, most look like they take a good 5 minutes to make. At least you have put some effort into this one to make it look nicer. The only way to make it more interesting is to make a way to get to the other building, that way more creative people can rush it and flash etc. etc. and so on and so forth and such.
Re: awp_canal_20ppl_beta
Posted by Orpheus on
Thu Mar 3rd 2005 at 1:42am
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on a constructive note: couldn't you encourage people to move around? say, make the area slightly radioactive so they lose health points, and must seek out healings to remain alive?
or have trigger_kills in any area someone would likely camp in?
the idea of every member who joins setting up house and waiting for a dumb s**t to poke his head out is absurd. :sad:
Re: awp_canal_20ppl_beta
Posted by Gwil on
Thu Mar 3rd 2005 at 1:55am
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You can't heal in CS :smile: especially with AWP's :wink: No disrespect Orph, but it looks you havent/dont play counter strike, so it's probably best to stay away from this one!
Re: awp_canal_20ppl_beta
Posted by French Toast on
Thu Mar 3rd 2005 at 4:02am
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Fine, I'll tell you just because I'm sick and have nothing better to do. You're being stupid by being a flagrant jackass. You came in here with no knowledge of the game you were talking about, and abused it and the mapper himself. Congratulations, you're an ass.
I'm going to go throw up some now.
Re: awp_canal_20ppl_beta
Posted by grippY on
Thu Mar 3rd 2005 at 5:08am
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"Fine, I'll tell you just because I'm sick and have nothing better to do. You're being stupid by being a flagrant jackass. You came in here with no knowledge of the game you were talking about, and abused it and the mapper himself. Congratulations, you're an ass."
Actually orpheus has a better grasp of what decent gameplay is than you supposed "counter-strike player" do. You said yourself you don't like awp maps, and he's telling you exactly why awp maps suck. Just because this one looks decent doesn't change that. Awp maps are not what counter-strike is all about; they're for noobs who like childish gameplay or for working on aim. Your comment was totally disrespectful, and for you to assume that you know more about counter-strike than orpheus because you play awp maps means that you don't really know much about counter-strike either. Next time you don't have anything to do perhaps you should do something other than randomly ridiculing people.
Re: awp_canal_20ppl_beta
Posted by Myrk- on
Thu Mar 3rd 2005 at 10:35am
Posted
2005-03-03 10:35am
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On a bright note, it looks like the best AWP map there is! I suggest putting scouts down aswell, people like me think AWP/AWM is the lamer weapon. Scout is the skill! And if you want it really good, open up the whole map so its pistols and scouts only, but that you can get to the other opponents.
Re: awp_canal_20ppl_beta
Posted by Orpheus on
Thu Mar 3rd 2005 at 11:42am
Posted
2005-03-03 11:42am
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blushes
thanx people, i am honored to have such kindness expressed.
Mr. Toast has a point, as valid as mine i suppose. flaming him would be no diff that flaming me.
leave him be.. he is sick.
just because i think its stupid, doesn't give me fee reign. :/
/me bows to Mr. Toast for speaking up.
Re: awp_canal_20ppl_beta
Posted by Captain P on
Thu Mar 3rd 2005 at 12:39pm
Posted
2005-03-03 12:39pm
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Moving around in an awp map would make it's gameplay much more dynamic. When every sniper spot has sight on one or more other sniper spots, players feel much less safe and are more likely to move from spot to spot. Of course, too less sniping spots wouldn't do good here as that would mean almost every spot would be covered.
And Orph, sometimes mappers differ completely from gamers. I'd imagine players that actually have fun out of such a map, where it would be an abomination for mappers. I've played such a MOHAA level once, where each party had only one area to go, divided by a sort of canyon. You could move freely from cover to cover, but the enemy was always at the other side. Sniping galore. Nothing too interesting of a map, even looking quite ugly, but we had some fun...
That said, I think there's no absolute thruth for games. There's a load of different gaming styles, and some maps suit a style better than others. Whether that style is accepted or not by others.
Re: awp_canal_20ppl_beta
Posted by PiTiFUL on
Wed Mar 16th 2005 at 3:51am
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Ok based on some constructive criticism from here and other boards I have updated this map.
Removed buy zones. Added internal stairs, you can now go anywhere on the map. Removed dock and added a bridge over canal. Changed props so they no longer 'push' you away and you can now climb on them. Redid all the lighting to spots with glows. Added enviroment soundscapes. Added some sub-machine guns and flashbangs to storm the other building with. Added 10 more spawn points for a total of 30 (will bump to 32 for next version) Also did a custom nav file (included in the zip) so bots are not so retarded.
Thats all I can think of, sorry myrk no scouts, but you can go knife now :wink:
It can be found at the same link, BTW sorry about the link I didnt realize it didnt take you to the correct page. Just go 'counter strike source files/maps/beta maps' and the current version is awp_canal_beta
Re: awp_canal_20ppl_beta
Posted by PiTiFUL on
Sun Apr 17th 2005 at 7:43pm
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awp_canal is complete, have added more sounds and a few other things.
It is really more then a awp map now :smile:
Re: awp_canal_20ppl_beta
Posted by Ophidian on
Fri Apr 29th 2005 at 9:20pm
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I love having to click my mouse 32826964 times before I can download the map. </sarcasm>
[After I Played The Map]
The map is cool looking. I like the idea of it. I don't like how the textures aren't seamless with the 3D Skybox. I also don't like running into the invisible walls. Make a chainlink fence or something, don't just put nodraws in there, it looks quite unprofessional. I also don't like how the railings in the middle of the buildings, on the outside, just seem to end. I think they need some posts or something to come out of. Overall, I think it's a good map though. Good job.