cs_bulletheory

cs_bulletheory

Re: cs_bulletheory Posted by SpiKeRs on Fri Apr 8th 2005 at 12:44pm
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Posted 2005-04-08 12:44pm
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This map has gone through quite a few changes. originally was going to
be a old warehouse (the first two pics are the cellar for it). however
that idea got scrapped but I thought the cellar looked quite good and
wanted to use it on something else. At the moment I am trying out the
idea of using it as part of a mansion (pic 3) with big wine casks etc though thats not
especially original (too much like de_chateau?). Let me know your thoughts :smile:
Re: cs_bulletheory Posted by willow on Fri Apr 8th 2005 at 4:49pm
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Posted 2005-04-08 4:49pm
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Way to dark man. The architecture/ambience doesn't look bad,
however I really can't see more then a few rooms and hallways.
Re: cs_bulletheory Posted by SpiKeRs on Mon Apr 11th 2005 at 6:25pm
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Posted 2005-04-11 6:25pm
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Added 2 more pics, hopefully these shud be a little brighter for ya :smile:
Re: cs_bulletheory Posted by Addicted to Morphine on Mon Apr 11th 2005 at 6:33pm
Posted 2005-04-11 6:33pm
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The two arches in the fourth shot look a little awkward where they
intersect with the wall. I'm not sure how you would remedy it,
but they just look like they don't connect well / naturally with the
wall.

Otherwise, looks very chateau. To be honest I like the first two
shots best, because they look the most original. Reminds me of a
location out of the first Max Payne for some reason...
Re: cs_bulletheory Posted by DrGlass on Mon Apr 11th 2005 at 7:11pm
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Posted 2005-04-11 7:11pm
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The mood seems nice, but the scale seems a little too big (pics
3-5). You havn't got much more than a large box room. It
seems empty to me, I'll wait for another update to make any real
critiziums.

I do like pic 1-2 though
Re: cs_bulletheory Posted by Cassius on Mon Apr 11th 2005 at 9:44pm
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Posted 2005-04-11 9:44pm
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willow said:
Way to dark man. The architecture/ambience doesn't look bad, however I really can't see more then a few rooms and hallways.
Re: cs_bulletheory Posted by SpiKeRs on Tue Apr 12th 2005 at 3:35pm
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Posted 2005-04-12 3:35pm
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Ive scrapped the mansion thing because as was said, it did remind me of
de_chateau. Will keep the rooms and play around with them in the future
as did like doing a mansion setting.

Addicted To Morphines comment about Max Payne got me thinking so now am playing around with a general
abandoned place setting, which will fit in better with the
cellars (pics 1 + 2). Pic 5 shows what I have currently done regarding
this. Let me know ya thoughts :smile:
Re: cs_bulletheory Posted by DrGlass on Tue Apr 12th 2005 at 6:08pm
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wow, pic5 looks nice. You have a good mood setting.
Re: cs_bulletheory Posted by Addicted to Morphine on Tue Apr 12th 2005 at 6:44pm
Posted 2005-04-12 6:44pm
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wow, pic5 looks nice. You have a good mood setting.
I agree. I think that's a big step in the right direction. Glad my comment inspired some creation.
Re: cs_bulletheory Posted by habboi on Tue Apr 12th 2005 at 7:52pm
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I was going to say the same thing.
Re: cs_bulletheory Posted by SpiKeRs on Thu Apr 14th 2005 at 11:44am
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Posted 2005-04-14 11:44am
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A new pic up (4th one). Its meant to be the corridor of a dingy
apartment block. Am thinking of doing some of the trashed apartments
next and having the hostages kept in them.
Re: cs_bulletheory Posted by habboi on Thu Apr 14th 2005 at 5:01pm
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4th pic looks very filthy :wink:
Maybe more detail could be added e.g. vents, radiators etc.
Re: cs_bulletheory Posted by SpiKeRs on Fri Apr 15th 2005 at 3:20pm
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Posted 2005-04-15 3:20pm
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Been a busy few days :smile: Pics 3 to 5 show the trashed apartment with
added hostages. Constructive comments as ever much appreciated.
Re: cs_bulletheory Posted by Ferret on Fri Apr 15th 2005 at 4:51pm
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wider hallways in areas for variatino in gameplay.
Re: cs_bulletheory Posted by Addicted to Morphine on Wed Apr 20th 2005 at 4:48pm
Posted 2005-04-20 4:48pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Those new shots all look really nice... but I think you should be
careful that the rooms don't become too monotonous. It'd be nice
if you added something interesting... like an area where part of the
building has collapsed, and you can see the spillout into the street,
even if you can't jump out.

I guess you might want more variety so that the rooms don't all blend
into one confusing look. I like what you've created so far
though, looks very natural.
Re: cs_bulletheory Posted by $loth on Wed Apr 20th 2005 at 11:22pm
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Posted 2005-04-20 11:22pm
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Like peeps have said the mood is created and everything inside seems
right, but I would like to see an outside of this map to make it feel
less claustrophobic and so that there can be bigger gun battles.
Re: cs_bulletheory Posted by SpiKeRs on Thu Apr 21st 2005 at 5:24pm
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Posted 2005-04-21 5:24pm
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Have actually been doing an outside areas last 2 days which you can see
in pics 4 + 5. This is where the cts will spawn. Think the overall
location of the map is starting to come together now.

I hadnt actually planned on adding anymore outside sections beyond this
1 but it could perhaps do with another 1 somewhere. Perhaps you could
go through 1 building then out to a long backalley for snipers?
Re: cs_bulletheory Posted by Addicted to Morphine on Thu Apr 21st 2005 at 5:37pm
Posted 2005-04-21 5:37pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
The buildings look good but the playground equipment looks a little out
of place. It makes me think too much about the beginning of Half
Life 2.

I would scrap it and put a dumpster in its place, or something similar.

As for another outdoor area, I would have to see the entire map to
decide whether or not it would fit in. I think you should just
try to make sure that the inside of the building doesnt get too
confusing or boring. Some internal variety might be all you need.
Re: cs_bulletheory Posted by SpiKeRs on Fri Apr 22nd 2005 at 4:49pm
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Posted 2005-04-22 4:49pm
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Ok last pic for a while, its time to bring all the sections together
and polish it all up. Pic 5 shows the staircase between the floors of
the apartment.
Re: cs_bulletheory Posted by SpiKeRs on Fri Apr 29th 2005 at 7:51pm
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Posted 2005-04-29 7:51pm
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Ok done a beta:

http://www.mallosworld.co.uk/csmap/cs_bulletheory_b1.zip

Everything is in place but its quite rough in places. Ive been working
on it pretty much everyday for the last 2 weeks or so and just felt a
break was needed so I figured bringing all the sections together and
getting out a beta was a good cutting off point while I have a few days
(weeks? :wink: ) off and do few other things.

Also included a nav file for bot play though dont expect it to work perfectly.

Current bugs/features that i aware of that will need fixing/improving:
  • Doorways. They are too small. They are at the right scale but
bots/hostages wont take it in turns to go through them so they end up
blocking each other.
  • Lot of the corridors, in particular those to the cellar are way too
narrow. Basically I need to cut out doorways/corridors or make them a
lot wider.
  • More detail especially outside to distinguish it from that whole city17 look.
  • Another route around the map, its perhaps too linear imo but lets see what you all think.
As said it isnt very polished at mo but Id rather do a beta and get some feedback than leave it lying around on my comp.
Re: cs_bulletheory Posted by Addicted to Morphine on Fri Apr 29th 2005 at 8:33pm
Posted 2005-04-29 8:33pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Glad to see you put it up for DL. I'm downloading it and I'll give it a runaround.

EDIT: Oops.. I just realized I deleted CS:S last week. Sorry!
Re: cs_bulletheory Posted by SpiKeRs on Sat Apr 30th 2005 at 10:00pm
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Posted 2005-04-30 10:00pm
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Just noticed dl link on info page wasnt working, fixed now.
Re: cs_bulletheory Posted by SpiKeRs on Fri May 6th 2005 at 6:32pm
SpiKeRs
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Posted 2005-05-06 6:32pm
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Added new set of pics. Its more or less done now, just working on
little details here and there, finishing off a 2nd route from the ct
spawn and tweaking the bot navigation. Expect a 2nd beta in next few
days. Ive also reshaped the apartment corridor at the top into a L
shape so its less of a snipers trap and its really improved the
gameplay, and widened the gap on the staircase so you can fall straight
down now (pic 1)
Re: cs_bulletheory Posted by Addicted to Morphine on Fri May 6th 2005 at 6:42pm
Posted 2005-05-06 6:42pm
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I like the last two pictures the best. What are those things you're using as crates?
Re: cs_bulletheory Posted by SpiKeRs on Fri May 6th 2005 at 6:47pm
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Posted 2005-05-06 6:47pm
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ammo crates from the de_prodigy model folder if I remember right
Re: cs_bulletheory Posted by Addicted to Morphine on Fri May 6th 2005 at 7:11pm
Posted 2005-05-06 7:11pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Ohh ok. I thought they looked like heavy duty suitcases of some
sort. And I was thinking to myself... why would there be a stack
of suitcases sitting in the middle of the hall? I think they fit
in more in the basement screens. Is there anything else you could
use for cover in that hallway instead?
Re: cs_bulletheory Posted by SpiKeRs on Fri May 6th 2005 at 7:52pm
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Posted 2005-05-06 7:52pm
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Hmm boxes? :wink:

I figured that the terrorists are holed up in this old block and using
it as a base, that they would have brought in all these ammo stocks
ready for any ct assaults, but I c your point they do fit in better in
the basement. There is also cement bags and tyes down there too. I will look into some other stuff can use for upstairs.
Re: cs_bulletheory Posted by SpiKeRs on Mon May 9th 2005 at 3:23pm
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Posted 2005-05-09 3:23pm
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http://www.mallosworld.co.uk/csmap/cs_bulletheory_b2.zip

This is as polished up as I am likely to take it now, just gonna put
this beta out and see if anyone has any final suggestions. Some of the
key changes besides obvious polishing and detailing include:

-The doors are wider and thats pretty much fixed any problems the bots were having.

-Added the 2nd route for the cts to take when they spawn.

If anyone has a server and would like to give it a test with some peeps sometime that would be much appreciated.
Re: cs_bulletheory Posted by SpiKeRs on Fri Jun 3rd 2005 at 1:05pm
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Posted 2005-06-03 1:05pm
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This is the final beta to make sure havnt missed anything. A load of pics and dl can be found here:

http://www.mallosworld.co.uk/csmap/

Main changes:

Replaced some dynamic props that could have blocked doorways

Fixed the low fps in places

Added more respawns (there are now 42)

Usual tweaks here and there

Just noticed, compile log says have 496 overlays in the map, max is 512 :biggrin:
Re: cs_bulletheory Posted by ReNo on Fri Jun 3rd 2005 at 3:08pm
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Just noticed, compile log says have 496 overlays in the map, max is 512 :biggrin:
Honest to god that doesn't surprise me :biggrin: This is probably the most
heavily decal'd map I've seen so far, but it doesn't look too much or anything so don't take that as a criticism :smile:
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Re: cs_bulletheory Posted by SpiKeRs on Thu Jun 9th 2005 at 12:22pm
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Posted 2005-06-09 12:22pm
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Ok its finally finished :biggrin:

http://www.snarkpit.net/maps.php?map=1915