Re: cs_siege
Posted by RadiKal on
Thu Feb 17th 2005 at 1:59am
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I'm always interested in remakes of old CS maps. It's coming along but it looks like it needs a lot more detail (props, decals,etc) because many of the rooms look fairly empty right now. Also, please don't name the map cs_siege....name it something OTHER than the official title.
Re: cs_siege
Posted by Jezpuh on
Thu Feb 17th 2005 at 2:16am
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Mad scales, randomly placed lights, lack of textures. Even the original siege looks better. Fix all that first.
Re: cs_siege
Posted by Myrk- on
Thu Feb 17th 2005 at 9:11am
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Ok, what you need to do is actually get the layout and scale perfect, else the gameplay will be different... I've noticed many differences between the 2 maps so far. My recommendation (as with all CS remakes) is try and get a hold of the original rmf. It'll be on the net somewhere, I personally have a copy of militia's rmf :P
Re: cs_siege
Posted by Leperous on
Thu Feb 17th 2005 at 12:10pm
Posted
2005-02-17 12:10pm
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Give it a different name, the original was not yours and there may be confusion if Valve/original author should want to remake it.
Re: cs_siege
Posted by grippY on
Thu Feb 17th 2005 at 2:52pm
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I agree with you , myrk. . sort of. The layout should be quite similar, but not perfect. With the new source engine it is inevitable that gameplay on every remake is going to be different. It is on every map so far. Each map is pretty much the same, but there are small tweaks that make you never want to play 1.6 again. That's what's so cool about source.
Re: cs_siege
Posted by HeeroYuy on
Thu Feb 17th 2005 at 3:16pm
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Yep yep. I agree guys. Lack of textures and other stuff is something I'm currently working with. I've been fixing bugs lately, but I will be soon moving to asthetics. I plan to do a lot more work with it before it is complete.Fear not! It will have quite a bit more stuff, and the layout will not be all the same either. I have plans for that. Also, yes, I will change the name.
Re: cs_siege
Posted by HeeroYuy on
Thu Feb 17th 2005 at 4:32pm
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Could I please get opinions on this map? I am going to be doing a lot more with it such as displacment mapping, skybox editing, and what not. (the background cliffs are in a skybox) Also, I will be changing the name, and adding some extra areas into the siege recreation as I want to put new stuff in it. Let me know what you think so far!
Thanks!
Re: cs_siege
Posted by Gwil on
Thu Feb 17th 2005 at 4:36pm
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Er looks ok, pretty basic and simple at the moment.
You need to add light fixtures to where your light comes from, and possibly consider changing the light entities to light_spot ?
Can't really comment on anything in depth from those screenshots :sad: Oh and besides the sewer tunnel, it looks bugger all like cs_siege.
Re: cs_siege
Posted by HeeroYuy on
Thu Feb 17th 2005 at 4:55pm
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Yeah, i've got some new screenshots for it, but I can't seem to delete the old ones, and upload the new ones. Anyone got any suggestions?
Re: cs_siege
Posted by Leperous on
Thu Feb 17th 2005 at 5:18pm
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Erk my bad, sorry, try reuploading them now.
Also, change the map's name- the original is not yours for a start, and given that your version will not become world-famous and played everywhere (harsh but true) there may be name clashes with other remakes...
Re: cs_siege
Posted by HeeroYuy on
Thu Feb 17th 2005 at 5:39pm
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When I upload the new ones, it still seems to make the old ones appear instead of the new. I've checked my files, and I'm uploading the correct ones.
Re: cs_siege
Posted by HeeroYuy on
Fri Feb 18th 2005 at 2:48am
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Yeah, I have. It's strange.
Re: cs_siege
Posted by HeeroYuy on
Mon Feb 21st 2005 at 8:51pm
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Ok, I have new screenshots up for it. It correctly uploaded two of the three screenshots I wanted to upload. It appears that there is a bug with the uploads. However, at least you get some idea of things.
Well, if you want to critique what you can see, I'd love to get more feedback guys!
Thanks!
Re: cs_siege
Posted by DrGlass on
Mon Feb 21st 2005 at 10:48pm
Posted
2005-02-21 10:48pm
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screen 1: the tunnle is way too large, the hole dosn't look like
somthing you would find in a normal sewer. Even the one in
the real siege wasn't too real. The wide rectangle clean cut hole
looks too fake.
screen 2: Not bad at all, work on the model placment (green generator
is just free standing out there) with out the props though, it is just
a blan empty space.
screen 3: Again, if you take out the props that is just a square
room. Wall texture looks horrible. Lighting is very
poor. you have the same light fixture all over the room.
Spred them out a bit, shadows will add depth to the room. Also
add some decals, like water stains, pealing plaster, or posters these
will break up the texture of the wall.
Re: cs_siege
Posted by HeeroYuy on
Wed Feb 23rd 2005 at 5:14am
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Maybe some rubble for the sewers? I don't know exactly how I'd do that... Any ideas on how to make the sewer look better?
Re: cs_siege
Posted by Yak_Fighter on
Wed Feb 23rd 2005 at 9:03am
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If you're remaking the original cs_siege I'd say don't bother. That was always the worst official map and doesn't deserve to be played ever again... unless of course you've got a real hard-on for sniper rifles, constant and unstoppable camping, and long drawn out rounds.
Re: cs_siege
Posted by Yak_Fighter on
Wed Feb 23rd 2005 at 3:47pm
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Once they added the Scout to the arsenal of weapons and increased the amount of money you get per round which allowed for a scout at least every two rounds if you're losing they effectively made siege obsolete. The layout may have worked in CS beta 1 (if they had a round timer that is) but once sniper rifles became so prevalent it became basically broken. Same thing with assault. They were designed for a different version of CS than the one we have now, and it's painfully obvious that they just don't work any more.
Re: cs_siege
Posted by Razorub on
Thu Feb 24th 2005 at 6:07am
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I have to agree with Yak.
Re: cs_siege
Posted by HeeroYuy on
Sun Feb 27th 2005 at 3:44pm
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New screenshots up. Anyone care to critique?
Re: cs_siege
Posted by ReNo on
Sun Feb 27th 2005 at 4:02pm
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Screen 1 - I'd lose the spotlight effect on those lights - they are
really meant for actual spotlights as opposed to strip lighting. Try
putting in some parking space markers, posters on the walls, and other
overlays to make the place a bit more visually varied. The texture set
you have chosen here is all extremely monotone as well, consider
changing one or two textures to something a bit less grey.
Screen 2 - Your rockwork is in desperate need of improvement, and the
scale looks completely off compared to the old siege. Consider
decompiling the original to find the correct sort of scale, but don't
use any of the actual brushwork it spits out as it will be horribly
made. The ground and cliff textures look really repetitive, perhaps
scale them up a little bit (eg. 0.5 instead of 0.25) and use some
texture blending (paint alpha in the displacement tool, when using a
texture with "blend" in the title).
Screen 3 - Dull but somewhat realistic. Put a frame on that doorway and
perhaps even an opened door, or perhaps make it into a double door and
keep one of the two doors closed or something. Put some overlays on the
walls, some simple pillars perhaps, anything to stop it being so flat
and repetitive. Consider adding some vents along the ceiling in places.
Re: cs_siege
Posted by $loth on
Sun Feb 27th 2005 at 4:10pm
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I would say:
Screen 1: Half the number of the light's, some contrast can be good,
also the wall's look a bit plain, look at the "trim" textures and use
one of them to break it up, also it can be broken up vertically, the
wall doesn't have to be straight to the next wall, it could also have a
block which is sticking out.
Screen 2: With the rocks make the bottom stick out so that it looks
more curved, both horizontally and vertically, some difference in
verticle ness and horizontalness is good. also with the walls on that
building split them up with trim/ sticky-out-ness.
Screen 3: You could cut one of those tiles out so that it looks out of place, walls again -trim and less lighting.
Re: cs_siege
Posted by DrGlass on
Mon Feb 28th 2005 at 12:59am
Posted
2005-02-28 12:59am
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reno and sloth said it all.
Add some decals to break up the very flat wall texure you are
using. Play around with displacment mapping some more and get a
real feel for it, then come back and try to tackle those rock walls.
Re: cs_siege
Posted by HeeroYuy on
Tue Mar 1st 2005 at 5:51pm
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Yep, yep! I agree, guys. I've got the displacment maps half done for the rock walls. It's looking much better in that area. I'll also look at the texture scaling. I'll definately do some playing around with overlays and decals to make it not look so bland. Anymore feedback, let me know.
Re: cs_siege
Posted by $loth on
Tue Mar 1st 2005 at 6:37pm
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In the 1st pic I don't really like the placements of the vehicles, I
would have the little tank at the front of the pillar as they looked
cramed up.
Re: cs_siege
Posted by HeeroYuy on
Wed Mar 2nd 2005 at 12:55am
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Maybe move the car on the left somewhere else. The tank is what's allowing the player to crawl into that vent
Re: cs_siege
Posted by HeeroYuy on
Wed Mar 2nd 2005 at 2:44pm
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I have done displacment maps for most of the map (only half of ct spawn
left to do), and I did some scaling on a lot of the textures. I
took care of the lighting issues, and added decals to the lab area to
make the room look more interesting. I also installed a door to
the lab. More doors to come. I'll upload screenshots as
soon as I can.
Re: cs_siege
Posted by HeeroYuy on
Wed Mar 2nd 2005 at 7:45pm
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New screenshots are up. Critiques?
Re: cs_siege
Posted by DrGlass on
Thu Mar 3rd 2005 at 4:31pm
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screen one is looking great, try turning out one of the lights in there to make some light contrast.
screen two, there are too many decals it is way to busy. that arabic writing and the NP dont seem to fit at all.
screen three, not bad at all add some rock models for a bit of cover
and think about a better way to do that far wall above the entrance to
the parking lot, the reapeating texture dosn't look all that great.
Re: cs_siege
Posted by HeeroYuy on
Thu Mar 3rd 2005 at 4:57pm
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Eeeek! Dangit! Forgot to rescale the textures in the skybox! That one above the parking lot on the far wall is actually in the skybox. The map is surrounded by cliffs to give the impression that it's in the middle of a vast setup of canyons with oil refineries here and there.
Re: cs_siege
Posted by G4MER on
Mon May 30th 2005 at 8:23pm
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Heh, well considering I am doing the very map at the moment, but I had planned on not doing it the same as the original because I suspect Valve will re-release someday in the future, and I wanted to just capture the idea behind the map. Some problems with yours is its a blind run into what will be AWPer hell, no cover, and the textures are pretty bad. And thats just from the screenshots above. I do like the displacement walls you did.. but they can be better.. like the displacement walls done in the other siege map here, his are fantastic.