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[betatest] css_de_kilo

  • Bluestrike
  • December 15, 2004 at 11:15 PM
  • Bluestrike
    • December 15, 2004 at 11:15 PM
    • #1

    EDITED TITLE AND WHOLE NEW POST< OLD POST AT BOTTOM

    Also known as de_waterbug :P

    Anyway a public beta release for this map with 2 goals:

    - Does it run on linux servers

    - Is the gameflow working out, the CT's spawn in the tunnel, but if the hotspot isn't

    around the indoor area's I probebly have to move this to the outdoor dock.

    - Water is missing the trigger hurt what is supposed to discourage players getting into the water (prevent camping also)

    - Water is only 8 units thick (leftover from trying to get it fixed)

    Know issues:

    - Waterbug

    - Torpedo needs work (looks more like a rocket now)

    - Black textures at trailers wheels.

    All bugreports and feedback are welcome.

    The download.

    ---------------

    http://www.bluestrike.be/alpha/de_kilo2_beta2.zip

    (extract to the couterstrike:source/cstrike/maps directory)

    Screenshots:

    -------------

    [Blocked Image: http://www.bluestrike.be/alpha/css_de_kilo560000.jpg]

    [Blocked Image: http://www.bluestrike.be/alpha/css_de_kilo560001.jpg]

    [Blocked Image: http://www.bluestrike.be/alpha/css_de_kilo560002.jpg]

    [Blocked Image: http://www.bluestrike.be/alpha/css_de_kilo560003.jpg]

    Hope this was worth your time.

    ------------------------------------------------------------------------------------

    OLD MESSAGE:

    Wel some of u might recognize this a bit :)

    Have 5 maps in development but this port is in the most progressed state of em all

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo320006.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo320007.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo320008.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo320010.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo320012.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo320013.jpg]

    And I know already the lights are to bright in the tunnel, here a pic from the tunnel only compiled with ccordon tool (you can still see what lights i forgot to fix there ;P)

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo350000.jpg]

  • curman
    • December 15, 2004 at 11:20 PM
    • #2

    the hell is going on in that 3rd picture at the top of the stairs at those shutters?

  • Zeta
    Guest
    • December 15, 2004 at 11:23 PM
    • #3

    Thats the heat wave effect.

    Anyway it looks pretty nice in places, i espcially like the sub.

    Is this a port of your map or someone elses?

    Also what is this for dm?

  • Bluestrike
    • December 15, 2004 at 11:38 PM
    • #4

    Counterstrike:source map (css_de_kilo)

    Port of my own map here are some screens to compare lol

    http://www.bluestrike.be/tempspul/de_kilo0000.jpg

    http://www.bluestrike.be/tempspul/de_kilo0001.jpg

    http://www.bluestrike.be/tempspul/de_kilo0002.jpg

  • von*ferret
    • December 15, 2004 at 11:38 PM
    • #5

    Zeta read the title. Its for Counterstirke Source.

    I like it so far. Get more wall depth and sprice up the environment outside. Very good keep it up!

  • Zeta
    Guest
    • December 15, 2004 at 11:47 PM
    • #6

    aye im slow tonight

  • mike-0
    • December 15, 2004 at 11:51 PM
    • #7

    Its really good right now, the outdoor mood is awesome. Take out the sun and make the indoors less bright.

  • von*ferret
    • December 16, 2004 at 12:31 AM
    • #8

    keep the sun, lower the saturation of the color i'd think.

  • Fruchtzwerg
    • December 16, 2004 at 1:01 AM
    • #9

    Looks really nice. Hopefully the layout will change. Long small floors aren't nice in CS.

  • DelaZ
    • December 16, 2004 at 1:04 AM
    • #10

    OMG lol! It's Bluestrike haha... How are you m8?

    long time no see...

    Nice convert

    *edit*

    lol I remember texturing that sub for ya.. couple of years ago

  • mike-0
    • December 16, 2004 at 1:08 AM
    • #11

    I think the sun is being overused in Source maps. It definitely shouldnt be here, IMHO. A cloudy mood to this map works more well than a sunny mood.

    Texture alignment is fucked on the vent in pic 5.

    And, yea, whats up with the vent in pic 3?

  • kleinluka
    • December 16, 2004 at 1:12 AM
    • #12

    already been answered 4 years ago. It's a heatwave effect... i bet it looks really nice in motion. Farcry had it in a few places like on pipes and stuff and its really neat.

    Map looks good. Needs some more detail in some places to make it feels more alive and you should do somethign about the ocean just suddenly ending there like the edge of the world... but its going in the right direction.

    Good stuff.

  • DelaZ
    • December 16, 2004 at 1:18 AM
    • #13

    Look what I found, very old skool texture

    [Blocked Image: http://users.pandora.be/desert/delaz/lol.jpg]

    http://www.bluestrike.be/tempspul/de_kilo0000.jpg

    Anyway glad to see you again.

  • Minos
    • December 16, 2004 at 2:07 AM
    • #14

    The pics are not working here

  • SonicDM
    • December 16, 2004 at 2:18 AM
    • #15

    Your lights need some glow to them

    they look like the ligts are off yet very bright. point_spotlight is the shit for that.

  • Bic-B@ll
    • December 16, 2004 at 4:31 AM
    • #16

    a hey, blue strike

  • Bluestrike
    • December 16, 2004 at 7:32 AM
    • #17

    Hi Bic-B@ll and Delaz

    Btw there is no sun, that s env_light for lightglow effetc but it needs some tunning from a distance they become as bright as a sun

  • Crackerjack
    • December 16, 2004 at 12:07 PM
    • #18

    I think your stuff looks really generic exspecially the "hangar" where the sub is, What happened to all the machinary hanging lights with wire all of the place, the occasional catwalk? The area by t he rotating door is just way to yellow for my comfort... even the silver vent looks yellow... you to change that. The buildings outside dont look to realistic maybe a patruding trim where the roofs start. Thats basically it... keep working at it though.

  • Squad
    • December 16, 2004 at 1:02 PM
    • #19

    Good to see you, Blue

    Map's starting to shape up nicely, here are some thoughts:

    Cracker has a few good points, the hangar could use some variety (it's kinda gray now), try adding some different coloured lights (but subtile), as well as some machinery/catwalks (don't even have to be accessible)/...

    I love the mood outside. Perhaps you can try to make the outside feel more "cold" by adding func_clouds (or whatever the entity's called) in the right spots.

    Keep up the good work!

  • Grin
    • December 16, 2004 at 2:45 PM
    • #20

    I really like the tunnels, those walls look cool, but still possible to exist.

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