cs_chezpit

cs_chezpit

Re: cs_chezpit Posted by Clarky on Wed Mar 16th 2005 at 1:39am
Clarky
4 posts
Posted 2005-03-16 1:39am
Clarky
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4 posts 20 snarkmarks Registered: Mar 9th 2005 Occupation: Student Location: England
Thats looking real nice :). I like the staircase, that could be interesting, theres some nice screens there already. keep it up, it seems like its got potential to be a fun map.
Re: cs_chezpit Posted by PiTiFUL on Wed Mar 16th 2005 at 1:40am
PiTiFUL
39 posts
Posted 2005-03-16 1:40am
PiTiFUL
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39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
Hostage rescue map I'm working on. Idea was to make a very tactical oriented map. The basic idea is a hotel, 5 floors, Ground floor, 4 floors of rooms and the roof. Every area of the building is accessable, thats 24 rooms with bathrooms, 4 top floor suites, lobby, office, kitchen, electrical room ect ect. The base gameplay is terrorist have hostages on the top floor, counter terrorist start on the ground floor. Access routes are two staircases that access ground floor, 1st 2nd 3rd and 4th floors. Outside fire escape, access ground floor, 1st, 2nd, 3rd and 4th but cannot be accessed from the ground floor. Elevator shaft, access ground floor, 3rd and roof. From the roof there is a staircase to the 4th floor, also from the roof you can drop down to the balconys of the 4th floor suites. I am a little concerned about gameplay as this is going to be like a real life area, the ability to go anywhere and the use of doors. I think it will be fun, but who knows.
Re: cs_chezpit Posted by DrGlass on Wed Mar 16th 2005 at 3:02am
DrGlass
1825 posts
Posted 2005-03-16 3:02am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Sounds good, but there are some problems...

round time: will you be able to get to the top, grab the hoes, and get down with-in 3 min (a normal round time).

camping: if the last CT camps or if there is an AFK and all the Ts are
camping then you'll have alot of pissed people waiting to respawn.

fps: dose this run well?
Re: cs_chezpit Posted by PiTiFUL on Wed Mar 16th 2005 at 4:01am
PiTiFUL
39 posts
Posted 2005-03-16 4:01am
PiTiFUL
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39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
round time: Yes it is possible to get the hostages out in time. There will be a rescue zone in the lobby, and for a quick out there is one on the roof.

campers: the exact same thing can be said of anymap.

FPS: right now it runs hella smooth, doesnt drop under a hundred. One exception is if you stand outside and look at building, but as there is no gameplay reason to go outside its not critical, this doesnt apply to the roof, roof is hella smooth :smile:
Re: cs_chezpit Posted by DrGlass on Wed Mar 16th 2005 at 4:53am
DrGlass
1825 posts
Posted 2005-03-16 4:53am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
With other maps, though, they are very linier and the campers can be
found quite fast. I can see two people just not being able to
find each other (though you cant really help that) I think you should
just keep in mind that it might be a good idea to make some kind of map
propertie that coxes the player into moving around.

Maybe there is a way to spawn the hostages in a random room... that way
Terrorist would have to move around and find them alwell as the CTs.

Then again that would bring up a whole new problem of no one knowing where the hostages are (oh wait! they show up on radar).

anyways It looks like fun.
Re: cs_chezpit Posted by PiTiFUL on Fri Mar 18th 2005 at 12:49am
PiTiFUL
39 posts
Posted 2005-03-18 12:49am
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
Yes thats true, I was thinking of AFK's, you know where they are. Unfortunatly it is as you say, because of the design if someone decides to hide out the round it would be very difficult to find them. The way I have planned for the hostages is to have one on the ground floor, a freebie for the CT's. (this to prevent T's killing hosties) Then I was going to put two on the middle floor and three with the T's. My thoughts were it gives the T's another option, abandon or kill the top 3 and then hold the middle floor. I am unsure how the balance of the play will be, I can imagine but only playing it will tell the truth. At first I thought it is way too T friendly, all they had to do was watch three doors. So I added the ability for CT's to enter off of the roof, 4 balconys. Now I think it might be too easy for the CT's so I added two hostages to the middle floor for another T option. I really need to play test it to see how gameplay is, but it seems that isnt going to happen so I'm just going to have to hope its even.
Re: cs_chezpit Posted by DrGlass on Fri Mar 18th 2005 at 3:34am
DrGlass
1825 posts
Posted 2005-03-18 3:34am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
hmm thats a lot of hostages could be really cool or be a big problem.
Re: cs_chezpit Posted by PiTiFUL on Sun Mar 20th 2005 at 10:58pm
PiTiFUL
39 posts
Posted 2005-03-20 10:58pm
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
Ya hopefully it will be really cool, if not I will make changes as needed. After doing an upgrade to awp_canal I am back at it. Done some work on the lobby and front of the hotel.


http://upl.silentwhisper.net/uplfolders/upload3/cs_chezpit-j0003.jpg

http://upl.silentwhisper.net/uplfolders/upload3/cs_chezpit-j0004.jpg

Sign turned out nice, I plan on adding some support pillars to the lobby and changing the office wood texture. It's starting to look like a hotel :smile:

Re: cs_chezpit Posted by Myrk- on Wed Apr 6th 2005 at 7:29pm
Myrk-
2299 posts
Posted 2005-04-06 7:29pm
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Similar to my apartments map it seems...
Re: cs_chezpit Posted by Minotaur0 on Thu Apr 7th 2005 at 6:03am
Minotaur0
47 posts
Posted 2005-04-07 6:03am
47 posts 324 snarkmarks Registered: Aug 12th 2004 Occupation: Level Designer Location: Brazil
Lighting needs several work. And I don't think the layout will work, people will get lost easily and if there isnt any terrorists near the hostages it will be very easy for the CTs to rescue them since the map is huge. Instead of that make 2 or 3 routes leading to the hostages that it will work better.
Re: cs_chezpit Posted by PiTiFUL on Thu Apr 7th 2005 at 6:20am
PiTiFUL
39 posts
Posted 2005-04-07 6:20am
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
Snarkpit is back yay, hopefully your new host isnt a fly-by-night op eh.

Might want to change the name 'apartments' someone else is using it, it isnt for CS but its pretty popular. Also may want to get back to me, I'm going beta and there may be some issues building a map this way.

There already more then 3 routes to hosties, and T's start with half of them. Ya it might be too much, I'll know soon enough.




May be ready for download this weekend.
Re: cs_chezpit Posted by habboi on Thu Apr 7th 2005 at 8:54am
habboi
782 posts
Posted 2005-04-07 8:54am
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
It looks super cool, I wish my buildings looked as good :sad:
Re: cs_chezpit Posted by SpiKeRs on Thu Apr 7th 2005 at 12:08pm
SpiKeRs
193 posts
Posted 2005-04-07 12:08pm
SpiKeRs
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193 posts 729 snarkmarks Registered: Jun 14th 2003
Looks very good I like. Not so sure about picture 3 but the rest of it is very nice and really looks like what its meant to be, without looking tacky or bland. Good job :biggrin:
Re: cs_chezpit Posted by DrGlass on Thu Apr 7th 2005 at 3:03pm
DrGlass
1825 posts
Posted 2005-04-07 3:03pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I'm just really worried about how this will run and if it will play well with a normal server size 8-12.

looks phonominal though!
Re: cs_chezpit Posted by PiTiFUL on Sun Apr 10th 2005 at 3:52am
PiTiFUL
39 posts
Posted 2005-04-10 3:52am
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
It is done, at least it is out for beta. Follow the link to PAF where you can now download it, in the CSS maps beta section.
Re: cs_chezpit Posted by PiTiFUL on Mon Apr 11th 2005 at 12:05am
PiTiFUL
39 posts
Posted 2005-04-11 12:05am
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
<DIV class=postcolor>FYI if anyones interested and manged to get the map before the host died there is a beta test today.
sun april 10th 6pm pst PAF#3 server</DIV>
<DIV class=postcolor> </DIV>
<DIV class=postcolor>EDIT Test went well, map runs smooth. Even with no one knowing where to go time rarely ran out, I think if everyone knew the layout it would have been even better. </DIV>
<DIV class=postcolor>
</DIV>
Re: cs_chezpit Posted by habboi on Mon Apr 11th 2005 at 6:13pm
habboi
782 posts
Posted 2005-04-11 6:13pm
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
I wish you success.