1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

hns_winterassault (cs map)

  • stefantemp
  • July 5, 2008 at 7:36 PM
  • stefantemp
    • July 5, 2008 at 7:36 PM
    • #1

    hello world

    i started a while ago a map for hns (hide and seek) for counter strike. i've build 75% of the map and i've stoped because i didn't have any ideeas on how to make the details of the map.

    yesterday i decided to try and finish the map but once again i don't have ideas for the detail of the map. so plz if u can think of anything that could make the map nicer plz share it.

    here are some pictures (thise are from hammer so there is no atmosphere):

    [Blocked Image: http://img370.imageshack.us/img370/6585/winterassault1fx3.th.jpg] [Blocked Image: http://img399.imageshack.us/img399/2313/winterassault2xr0.th.jpg] [Blocked Image: http://img399.imageshack.us/img399/7379/winterassault3wb4.th.jpg] [Blocked Image: http://img399.imageshack.us/img399/7739/winterassault4yo4.th.jpg]

    and one more thing. plz tell me your opinion on the map. "any crits/pointers/tips/suggestions will be taken seriously."

  • Freak
    • July 6, 2008 at 1:16 PM
    • #2

    what about displacement for the snow?

    and btw, pls post ingameshots

  • ReNo
    • July 6, 2008 at 2:03 PM
    • #3

    No displacements in HL1 Freak - this is a CS1.6 map, judging by the blue masked textures through it.

    I think something that's gonna be a big problem with this map is that you can access the roofs of very tall buildings, and the world ends at the skybox. That means its gonna be really rather ugly from up there, with views right down on the (actually touchable) skybox, regardless of how detailed or atmospheric you manage to make the main play area. I also think it features far too many ladders, which aren't really the best feature for smooth gameplay. I don't know how this hide and seek mode works, but in future projects I'd encourage you to try and link the different vertical "floors" of the map through ramps or stairs as opposed to just ladders.

  • Nurb
    • July 6, 2008 at 2:08 PM
    • #4

    Actual roofs on buildings is always a good idea. I see way too often buildings like this, in leveldesign, where the wall textures just go all the way up to the top of completely box-shaped buildings. As an half-architect that makes my soul weep

  • stefantemp
    • July 6, 2008 at 5:17 PM
    • #5
    Quote from ReNo

    I think something that's gonna be a big problem with this map is that you can access the roofs of very tall buildings, and the world ends at the skybox. That means its gonna be really rather ugly from up there, with views right down on the (actually touchable) skybox, regardless of how detailed or atmospheric you manage to make the main play area. I also think it features far too many ladders, which aren't really the best feature for smooth gameplay. I don't know how this hide and seek mode works, but in future projects I'd encourage you to try and link the different vertical "floors" of the map through ramps or stairs as opposed to just ladders.

    hns addon is all about stair, it's kinda hard to explain how hns is played but these are the simple rules:

    terro must survive the round by hideing or running from ct and ct must kill terro. terro dont have any weapons, but instead they have grenades (flash and smoke) and ct only have knife. if all the terorist are killed or die in a round, the teams are swiched (ct became terro and terro became ct). i know this is not a very good desription. try to watch these movies to understand the gameplay of hns mod:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    if u observ, in hns map it's all about high building and lots of ladders thats why i have long buiding and many ladder.

    Quote from Nurb

    I see way too often buildings like this, in leveldesign, where the wall textures just go all the way up to the top of completely box-shaped buildings. As an half-architect that makes my soul weep

    tha reason that i made square buiding is because if u make skewed walls the players can make "wallbug". watch this if u want so see what a wallbug is

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Sentura
    • July 6, 2008 at 8:46 PM
    • #6

    so basically you just asked for comments on your map, then shot every suggestion you got down? yeah, this definitely gives the rest of us incentive to help you out. check out my ideas for you here:

    - stop mapping.

  • ReNo
    • July 7, 2008 at 1:08 AM
    • #7

    Ouch, unlucky tripl_ecks, you're suffering some rather harsh posts today man! Try not to be too discouraged though, Mapcore can be a little hostile but you'll end up making better levels if you're willing to take on advice and take a few knocks in the process

    On the topic of ladders; those gameplay vids definately explained why you'd have them! It seems like they make up about 80% of the gameplay in the mod :S I always get a little confused when a game mod doesn't try to theme its levels to suit the gameplay. I mean, CS levels are "realistic" because the gameplay is meant to be based on real world events. The gameplay suits the sort of layouts and architecture you'd find in real life. Despite its name, this Hide and Seek game doesn't really seem to be based on hide and seek at all, but instead based around fancy movement skills. Wouldn't it be better to therefore step away from real world settings and build something more abstract? Then you can start designing a setting where the giant ladders required for the gameplay don't seem out of place. Its gonna be really quite tough to make a believable real world cityscape based level for this mod within the confines of the engine. In future, if you plan on doing more work for this mod, consider thinking outside the box and coming up with a setting that lends itself to lots of tall ladders and straight vertical walls. Remember the HLDM level gasworks? or the CS map oilrig? Maybe something like that could work?

    Anyway, a little off topic as it's not gonna help you with this project, but just thought I'd say it anyway

  • stefantemp
    • July 7, 2008 at 8:33 AM
    • #8
    Quote from ReNo

    Wouldn't it be better to therefore step away from real world settings and build something more abstract? Then you can start designing a setting where the giant ladders required for the gameplay don't seem out of place.

    i have soma ideas for some abstract maps for this mod but my bigest problem is that im bad with textures. i spen a lot of time searching for textures that can be combined and look good on the map.

    Quote from ReNo

    Remember the HLDM level gasworks?

    i actualy thought of making a map like that but first i wanted to finish this one.

    on topic: ive look in some map from fpsbanana and i got some ideas like making something like a sattelite (antena) an put it on 2 or 3 roofs and maibe a truck on the snow, so if you can think of some more details for the map plz post. tnx

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™