cs_twilight

cs_twilight

Re: cs_twilight Posted by Cyantist on Thu Dec 2nd 2004 at 9:17pm
Cyantist
12 posts
Posted 2004-12-02 9:17pm
Cyantist
member
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
Cyantist
12 posts
Posted 2004-12-02 9:17pm
Cyantist
member
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 Anozireth on Thu Dec 2nd 2004 at 9:20pm
Anozireth
1 post
Posted 2004-12-02 9:20pm
1 post 10 snarkmarks Registered: Dec 2nd 2004 Occupation: Student Location: USA
Hi everyone, I've released my new CS:S hostage rescue map called cs_twilight. You can find it in the maps section of this site or on my site at: http://www.anozireth.com/index.php?option=content&task=view&id=12&Itemid=26

Thanks!
Re: cs_twilight Posted by 9centwhore on Fri Dec 3rd 2004 at 7:02am
9centwhore
20 posts
Posted 2004-12-03 7:02am
20 posts 232 snarkmarks Registered: Nov 29th 2004 Occupation: International Man of Mystery Location: NZ
downloading now :smile:
Re: cs_twilight Posted by Mor7y on Fri Dec 3rd 2004 at 12:06pm
Mor7y
63 posts
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
1989 posts
Posted 2004-12-04 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
7dk2h4md720ih
1976 posts
Posted 2004-12-04 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
13860 posts
Posted 2004-12-04 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
15 posts
Posted 2004-12-09 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
743 posts
Posted 2004-12-09 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
(-[PREDATOR]-)
65 posts
Posted 2005-02-14 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
2077 posts
Posted 2005-08-16 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
(-[PREDATOR]-)
65 posts
Posted 2005-12-13 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.