de_dust_pcg

de_dust_pcg

Re: de_dust_pcg Posted by SpiKeRs on Thu May 12th 2005 at 8:55am
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Posted 2005-05-12 8:55am
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A new Dust has been made by DaveJ. Read some of this:

http://forums.steampowered.com/forums/showthread.php?s=&threadid=289226

and then check out his response on his blog:

http://blog.johnsto.co.uk/?action=view&id=78

Find it quite funny that the maker of de_dust etc forgot to do a full compile (not that I can really talk...) :biggrin:
Re: de_dust_pcg Posted by Leperous on Thu May 12th 2005 at 9:02am
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Posted 2005-05-12 9:02am
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I find it bizarre that he feels the need to use visgroups fully on such a simple, flat map :confused:
Re: de_dust_pcg Posted by mazemaster on Thu May 12th 2005 at 8:49pm
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For me at least if you make anything decently large in Hammre it slows to a crawl if you don't hide stuff with visgroups.
Re: de_dust_pcg Posted by Push6 on Thu May 12th 2005 at 11:44pm
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Posted 2005-05-12 11:44pm
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For me at least if you make anything decently large in Hammre it slows to a crawl if you don't hide stuff with visgroups.
Same for me.

Back on the topic though, it irk's me that such a talented mapper has
to rehash ideas from 5 years ago. Surely he can think of something more
original?

I have no doubt it is a very good map, though. I just wish it wasnt another mash up.
Re: de_dust_pcg Posted by JFry on Fri May 13th 2005 at 12:18am
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Posted 2005-05-13 12:18am
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I'm pretty sure he was contracted by some magazine or website to do it. By the way the link to his blog gives me this error:

Fatal error: Call to undefined function: correcturi() in /var/www/blog/php/johnstoComments.php on line 194
Re: de_dust_pcg Posted by Leperous on Fri May 13th 2005 at 8:25am
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Posted 2005-05-13 8:25am
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mazemaster said:
For me at least if you make anything decently large in Hammre it slows to a crawl if you don't hide stuff with visgroups.
Of course, but Dust is hardly 'large' by anyone's standards. Perhaps it's just force of habit... ah well, more important things to be worrying about right now :smile:
Re: de_dust_pcg Posted by $loth on Sat May 14th 2005 at 9:13pm
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I was just playing on it and I don't like it one bit tbh, the teams
were balanced as far as I could see but the T's seemed to get to the
bomb sites to easily and quickly.

[edit] and that wasn't by them using exploits.
Re: de_dust_pcg Posted by DrGlass on Mon May 16th 2005 at 3:07am
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Posted 2005-05-16 3:07am
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I havn't seen it or anything but I wish that the whole dust thing would
go away. I never liked any of the dust maps from a mapping stand
point. I'd really like maps like Militia, Siege, 747, etc. to
make a come back.

CS maps (with a few exceptions) are just layouts rather than situations. Its like mappers area playing mad-libs...

Terrorist run down path A or B to bomb ______ or ______ (something that
can fit in a crate). Then its just a matter of placeing a sniper
nest and an area for gun fights.
Re: de_dust_pcg Posted by French Toast on Mon May 16th 2005 at 3:18am
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I think that people need to stop bashing CS

I don't really like dust, but siege and militia are great maps.

Say anything you like about CS but you know that it is a great mod with good maps and good gameplay.
Re: de_dust_pcg Posted by DrGlass on Mon May 16th 2005 at 7:27am
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Posted 2005-05-16 7:27am
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oh I'm not bashing, I play CS almost every day! I love the game,
but the community and maps are going in the wrong direction in my
opnion.

Its gone from situational maps for public server play to leauge maps and kill box maps for small team and lan play.

Even if game play isn't perfect and balanced I would respect a map that
really fit the CS theme rather than another blan CAL map.
Re: de_dust_pcg Posted by $loth on Mon May 16th 2005 at 8:03am
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but the maps are going in the wrong direction in my
opnion.
de_port seems to be going that way aswell, I've only played it a few
times but I feel like the rounds ended too soon, in older maps like
militia and siege the rounds lasted longer.
Re: de_dust_pcg Posted by SpiKeRs on Mon May 16th 2005 at 8:05am
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Posted 2005-05-16 8:05am
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would you say with cs:s valve seem to be going down the situational map path with
these new maps de_port & cs_compound? It seems to me, they are
putting more effort into the maps they have released since cs:s came
out, that what they did with the ones that came with it.
Re: de_dust_pcg Posted by Leperous on Mon May 16th 2005 at 8:26am
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Slightly offtopic, but I'm not impressed with the construction of de_port- the skybox is quite large and 'new' (though a bit empty) and the ship is just pants :sad:
Re: de_dust_pcg Posted by Agent Smith on Mon May 16th 2005 at 8:41am
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Posted 2005-05-16 8:41am
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I agree entirely Lep, not to mention the fact that most new CS:S maps
seem to follow the same layout: a big loop path around a central area.
There isn't really much difference in layout between compound and port.

On another note inferno looks incredible. I couldn't believe how
awesome they made it look. I always hated the original because it was
so painful on the eyes, but this remake is pure vanilla.

It seems valve generally do better when they are doing remakes rather
than new maps, as the new ones seem to be rather uninspired in both
gameplay and visuals, where as the remakes which use a
pre-established/proven layout leave more time for working on the
visuals. Of course this seems limited to HL2DM, CS:S and I'd imagine
the same will happen with DOD:S when its finally released, where as HL2
is contrary to this trend.
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Re: de_dust_pcg Posted by DrGlass on Mon May 16th 2005 at 9:23am
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Posted 2005-05-16 9:23am
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I like compound and port becuase of their open layout. The dust
clone sticks to the style of one long hallway and one gun fight point,
then the bomb sites are just stacks of crates.

And thats another thing, I hate crates. I have never seen more
than one or two hind-behindalbe crates just sitting around in my whole
life.

I do really like inferno, it shows off what is possible with a great
model team behind the map. Though the skybox is pathetic (I
think, I didn't play it much). It feels so real and looks very
nice, but I dont get the sence that its part of a larger world.
Re: de_dust_pcg Posted by Agent Smith on Mon May 16th 2005 at 9:36am
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I suppose the thing about Inferno was that it showed what the Source
engine can really do, not like some of the other, rather poor remakes
like cobble. Of course your point about a great model team is very
true, the chances of one of us producing something similar from scratch
is slim to none.

As far as its setting goes its supposed to be a small hamlet somewhere,
either italy or mexico (possibly), which is largely disconnected from
cities and things. While its perhaps not a particularly realistic
setting for a CS map, it is still entirely convincing in its creation as an environment.

Like you Dr I also enjoy the new open layout of Compound and Port, even
though port is rather shoddy in its construction. However I find that
unless AWP's are turned off on the server, these maps become nothing
more than a camp/sniper fest, which majorly sucks. The problem is that
valve should be able to make large open maps without having to
resorting to this formulaic layout, allowing for gameplay other than sniper wars as well.
Ham and Jam Contributor
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'Get your stinking paws off me, you damned dirty ape!'
Re: de_dust_pcg Posted by Dred_furst on Mon May 16th 2005 at 4:40pm
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I'm pretty sure he was contracted by some magazine or website to
do it. By the way the link to his blog gives me this error:
Yes, Yes he was, its been featured in my PC gamer magasine with a tutorial on how to do it :biggrin:
I need a new sig
Re: de_dust_pcg Posted by DrGlass on Mon May 16th 2005 at 5:16pm
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Posted 2005-05-16 5:16pm
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I dont think any one can really make any middle to long range area of a
map "sniper proof" There are alot of people who can use the AWP at very
close range and do quite well.

I think infernor did it very well though, all the AWP spots can be
flanked with reletive cover. That is also true about port, with
the underground tunnle system you can spot an AWPer and use the tunnles
to sneak up behind him