cs_assault official!

cs_assault official!

Re: cs_assault official! Posted by Madedog on Sat Jun 4th 2005 at 11:08am
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http://www.steampowered.com/Steam/Marketing/June3.2005/img/CS_Assault_02.jpg

http://www.steampowered.com/Steam/Marketing/June3.2005/img/CS_Assault_03.jpg

Here it is! The map we've been all longing to see :lol: :biggrin: cs_assault, official by valve :biggrin:

Don't you guys just LOVE valve :biggrin:

Let us hope it will be out this week :smile:
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Re: cs_assault official! Posted by ReNo on Sat Jun 4th 2005 at 12:48pm
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Smiley overload there mate :razz: Figured this map would be getting the
official remake treatment sooner or later, though its never been one of
my favourites to be honest. Still nice to see them putting out more
content though. If they just remake nuke I'll be a happy bunny :smile:
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Re: cs_assault official! Posted by French Toast on Sat Jun 4th 2005 at 1:06pm
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Quite. Oh well, I've gotten bored of it. I haven't looked back at CS once I started playing Plan of Attack.
Re: cs_assault official! Posted by wil5on on Sat Jun 4th 2005 at 1:32pm
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Itll be so much more satisfying shooting people off the top of the building when they fall down with ragdoll physics.
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Re: cs_assault official! Posted by Spartan on Sat Jun 4th 2005 at 2:55pm
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As long as Valve doesn't touch de_torn I'm happy.
Re: cs_assault official! Posted by Cassius on Sat Jun 4th 2005 at 4:46pm
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I'm convinced that whoever made the original assault is a layout genius: it's the only CS map where the T's occasionally guard the hostages because of the way the building is designed.

This new version looks like s**t, though. Looks like they got Underpass' designer to crank out another vanilla C17-type map.
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Re: cs_assault official! Posted by Spartan on Sat Jun 4th 2005 at 5:03pm
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I don't like how Valve is remaking the maps. Inferno looks nothing like
Inferno. Assault need some fixes from the original but this new one
doesn't look good. I hope to god Valve doesn't ever think of remaking
nuke and torn. Especially de_torn, as I am currently remaking the map
for CSS.
Re: cs_assault official! Posted by Cassius on Sat Jun 4th 2005 at 5:19pm
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Valve accepted Torn as official after some community prodding, I believe, and even then only to prove that they don't just like Dust maps (even though they accepted de_storm in the same release, I believe). I don't think they like it. Neither does the community, really.

I remember back in the day everybody saw Torn as the goddamned second coming. Ahhh... semi-old time CS mapping. I wish I still had the cs_militia RMF from when they released it.
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Re: cs_assault official! Posted by SpiKeRs on Sat Jun 4th 2005 at 5:59pm
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Going from pics I like it, can see the city17 comparisons but imo cant
see how they could get around that given the textures/engine they are
using
Re: cs_assault official! Posted by DrGlass on Sat Jun 4th 2005 at 6:44pm
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Assault is set in Chicago (so they say)

and torn was made for offical relsease, and later bombed when the community got their hands on it.

I never understood why storm got to be offical, its like dust, only out
of scale, has fewer textures, and more crates... game play was good but
its was just so blan...
Re: cs_assault official! Posted by Cassius on Sat Jun 4th 2005 at 6:54pm
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No way. Torn was made by a community mapper. It was so pretty by the day's standards that everyone fawned over it, but when it went official, the gameplay was enough to turn everyone off.
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Re: cs_assault official! Posted by ReNo on Sat Jun 4th 2005 at 7:26pm
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The new inferno is gorgeous! It might not look exactly like Inferno, but it works out for the better visually.
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Re: cs_assault official! Posted by DrGlass on Sat Jun 4th 2005 at 9:00pm
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The new inferno is gorgeous! It might not look exactly like Inferno, but it works out for the better visually.
It, along with other CS:S maps, just feels strange. I think its more the game than the map.

I could have sworn that Torn was made by a community mapper who was asked by valve to do so.
Re: cs_assault official! Posted by Campaignjunkie on Sat Jun 4th 2005 at 9:52pm
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Torn was made by Crinity and Madcross. I think. I believe Crinity made
the map for the HL1 Matrix mod Existence (before it promptly died). But
yes, it played badly even though it looked great. Very flat layout,
very little vertical combat if I remember correctly.
Re: cs_assault official! Posted by Cash Car Star on Sat Jun 4th 2005 at 9:53pm
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I can't say whether or not Valve asked him to, but the man responsible for Torn (Crinity?) went nutso whooping up the hoopla prior to release. Every other weekend he was sending screenshots to PHL and CSNation, and the map is still one of the benchmarks of graphics in HL1. Why wasn't it popular? A few reasons I picked up:
  • Overboard visuals: most people I knew couldn't play the map well when it came out. They could care less about graphics and even layout, so long as they get a decent framerate. Considering there were 512x512 textures for hanging plants and way to many ambient_generics, it was just a bit too much for some machines. The entity count was also ridiculously high, because it wasn't enough to the mapper to overturn a van in the street, it also had to be on fire in five different places with breakable glass windows. Still, the detail was fantastic and made incredible use of building ambience with inaccessible areas.
  • Too many parallel paths: Classical mapping wisdom says that if two routes empty at the same spot, delete one. This has a drawback: do it too much and you'll get maps like militia that allow you to simply hold a crosshair on one spot and wait. Nonetheless, Torn had way too many routes. This led to new and casual players getting lost a lot, and also to an irritatingly campable section at the T spawn.
  • Poor Bomb Site placement: Neither bomb spot is at the CT spawn. In fact, if CT's rush out, they probably won't even pass either bomb site before combat. Both spots were in side rooms, and not even marked with the generally accepted bomb target decal. Further compounding this problem was the irritatingly long route between the sites. Good design calls for a defensive CT to be able to check out both sites within the bomb timelimit, although it's not a bad idea to force him into some exposed areas to do so (cbble). Add in the afforementioned maze factor, and you got some issues.
Nonetheless, I still greatly enjoyed the map as it rewarded smart, stealthy play. There was a large amount of props to use as cover, and a large amount of height variation. I hate flat maps like storm that require little to no use of the z-axis.
Re: cs_assault official! Posted by Addicted to Morphine on Sat Jun 4th 2005 at 9:57pm
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Great summary of that map...

I always enjoyed the visuals, but it took rounds and rounds of playing to get the layout down. And for most of the CS players out there... rounds and rounds is way too long.

As for the new Assault, I really liked the way it looked, aside from the strange looking ladders, but that could just be the angle of the shot. It seems overextended and not quite stable.
Re: cs_assault official! Posted by Spartan on Sat Jun 4th 2005 at 10:00pm
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I remember de_torn as having great gameplay. I've been working on the layout for over a week now.
Re: cs_assault official! Posted by Cash Car Star on Sat Jun 4th 2005 at 10:13pm
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Campaignjunkie said:
Very flat layout, very little vertical combat if I remember correctly.
The layout as a whole was fairly flat, but the different rooms had a large amount of height variation. The central chamber was essentially a pit that the T's would have to fight out of, and there was junk everywhere that could put you right above someone's head. It's not as giant as the height differentials in a map like Aztec, but the whole map is a lot more close quarters, and it works for the scale of the thing. As to the new assualt screens, here are the things I noticed:

Shot #2: Note the door on top of the large boxes in the back. Either it's been raised to up there from the floor or a fourth route into the warehouse has been added. Either way, I think it'll prove to be for the better as it means people on the roof will have somewhere to go if the vent's tied up.

Shot #3: The hut on the left means that CT snipers attempting to clean out the warehouse by shooting in the main door will have something to duck behind when reloading (the ones attempting to actually help from street level, not those too chicken s**t to leave the bridge). The right side of the street looks to have been designed to give CT's some aerial advantage without giving them the tedious camping positions they used to have.

All in all, I expect like the first one that it will be a fun map to play on with an intermediate skill level group. Beginners will continue to sit where they're not accomplishing and expert T snipers will still scare the hell out of CT's. I expect they also removed the ability to HG spam the vent, but at the very least CSS won't give it the ridiculous splash damage effects it used to have.
Re: cs_assault official! Posted by $loth on Sat Jun 4th 2005 at 10:40pm
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The inside looks very different, and so does the whole map. I prefer cs, not css.
Re: cs_assault official! Posted by G.Ballblue on Sun Jun 5th 2005 at 10:57pm
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Cash Car Star said:
512x512 textures for hanging plants
:leper: I thought Half-Life was designed to explode when you used any texture above 256x256, with the exception of some strange 16x1024 combination...
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: cs_assault official! Posted by Cassius on Mon Jun 6th 2005 at 3:49am
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<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>... and the map is still one of the benchmarks of graphics in HL1.</DIV></DIV>

No way. Torn doesn't hold up at all to the degree of graphical quality achieved at HL1's apex precisely because its authors made no attempt to budget texture sizes.

In fact, now that I think about it, I'd attribute most of the graphical improvements made in HL1 before the release of its successor to better textures and an increased knowledge of how the engine handled them. Towards the end, map models and the Tron glow definately played a part in improving graphics, along with advances in brushwork techniques (e.g. triangle terrain, usage of NULL and SKY, etc.), but 'discoveries' in texturing like finding out that the engine cuts polygons at 240 rather than 256 square units, that too many transparent textures kill the engine, that it deals best with texture dimensions that are powers of two and preferably as small as possible, that additive textures are best for windows, that textures can effectively replace minute brushwork, and (though maybe only my fellow texture artists will appreciate this) the evolution of texturing towards a mix of photorealism for raw materials and defined, almost cartoonish line for details were what ultimately took HL1 from They Hunger to DOD_Stuka.
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Re: cs_assault official! Posted by Madedog on Mon Jun 6th 2005 at 7:09am
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Okay, first of all... Inferno (source) was also made by Turtle Rock
studios, just as Tides. As for valve, I say they are good making SP
maps, but multplayer maps... should be left for community. :smile: I
personally like de_nukes, whatsits... b9 now?

But also waiting for assault :smile: I so love being T there :biggrin:
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Re: cs_assault official! Posted by $loth on Mon Jun 6th 2005 at 8:54am
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I so love being T there :biggrin:
Campy campy :razz:

I prefer to be CT, protecting something in cs is never as fun as the opposition.
Re: cs_assault official! Posted by Madedog on Mon Jun 6th 2005 at 9:36am
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Yeah... the sensatious feeling that you are having huge pressure from opposing forces is not good :biggrin:

But I like to camp in assault... what's so wrong with that :smile:
Besides... I like when my back is covered, I'm a coward in CSS :razz: ,
every time I am left alone as CT, and there is one T left and he is
planting the bomb, I back off somewhere where I can't be harmed...
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Re: cs_assault official! Posted by habboi on Mon Jun 6th 2005 at 10:02am
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I feel sorry for those who remade it already. There are some really
good ones and it seems like their hard work has gone to waste!

Shame but oh well at least it looks nice and should play well.

I hope they don't forget the van with the cameras otherwise i'm gonna kill them!
Re: cs_assault official! Posted by Madedog on Mon Jun 6th 2005 at 10:05am
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:biggrin: lol @ habboi... but yes, zeta's remake is really beautiful. But at least we'll have now an official one though.
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Re: cs_assault official! Posted by G4MER on Mon Jun 6th 2005 at 10:17am
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With the door up like that, I can no longer make my run in the gaunlet.. I used to be famous for that.. Starting at one end shooting like a mad man and exiting out the otherside.. normally some stupid CT would shoot me without checking his radar..

We shall see.. I hope it is better.. I sorta like the changes of all the old maps, making this a new better game and not the same ol same ol.. besides it makes all these old school people have to re-think there strats in CAL leagues and what not.
Re: cs_assault official! Posted by Dred_furst on Mon Jun 6th 2005 at 10:43am
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one issue, why are there foriegn boxes in chicago? shouldnt they say something like fish on them?
I need a new sig
Re: cs_assault official! Posted by ReNo on Mon Jun 6th 2005 at 3:13pm
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Only foreign languages I see are on that central box, and the foreign
words are just repetitions of the english word before them. Pretty
common to see that on box, and considering this does take place in a
warehouse of a freight company, its hardly out of place :biggrin:
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Re: cs_assault official! Posted by Cash Car Star on Mon Jun 6th 2005 at 8:28pm
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Madedog said:
I'm a coward in CSS :razz: , every time I am left alone as CT, and there is one T left and he is planting the bomb, I back off somewhere where I can't be harmed...
Assualt isn't a DE map though. It's hostage rescue, and therefore inexcusable for the CT's to sit around near the spawn waiting for the map time to end. Same thing for T's at their spawn on a DE. If the round can't end until you die, it's blatantly selfish to make it last an extra three minutes so you can keep your gun. Just go out there, try to take as many down as you can, buy nothing the next round and you'll be able to afford whatever gun you had the round after that, and all in the same amount of time. Cassius, your complaints seem to be centered around performance, not the actual aesthetics of the map itself. Had the map undergone a decent performance tweaking, I would expect a playable product to appear pretty much the same.