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Cs_siege_go

  • ElectroSheep
  • October 16, 2012 at 5:29 PM
  • cincinnati
    • November 2, 2012 at 2:08 PM
    • #41

    ran around in this a couple of nights ago. didn't give the bots a go, so i don't know about gameplay, but it's looking great.

    i'm at -5 gmt and likely can't join you guys for tests. would you mind if i hosted this on my server?

  • SOOPRcow
    • November 2, 2012 at 3:03 PM
    • #42

    While I haven't played a round in the map yet I did load it up and walk around it last night and had to log in and tell you I am genuinely impressed. I think N0TH1NG would be impressed as well. I actualy still have the orginal RMF file for siege as well (see http://sooprcow.com/...es/cs_siege.jpg) from when N0TH1NG passed away. If anyone knows how to get a hold of Euro*Brew I would love to talk to him to get permssion to release it to the world. I would also just love to talk to him, it's been a long time now

    Also, you should totaly do Docks next

  • ElectroSheep
    • November 13, 2012 at 6:51 PM
    • #43

    So I'm making a quick post for those who played the b1 version about the changes we made.

    We didn't made drastic changes in the way we want to keep the essence of the original siege (which is bad for a lot of people because of the type of gameplay it provide (camp)) but still :

    - Added beta radar and overview.

    - Added a new path in sewers in front of the ladder/elevator path. But still the lighting in this path is really wip and too dark (sorry for that) This make the sewers more reliable for CTs (you should use it !!).

    - Removed the red lighted corridor to make the gameplay here more simple.

    - We changed a bit the path between the T spawn and the warehouse to make it more smooth.

    - NO MORE ROTATING DOORS

    - Updated the main lighting.

    - Lot of visual updates for the best AND for the worst (take a look at the water transition in T spawn )

    Also I took a lot of time into optimisation. It's probably not as good as official maps because the map is really open but It would be great if someone who have some framerate issue can say it

  • El Moroes
    • November 13, 2012 at 8:12 PM
    • #44

    Again it was cool to see you on these 2 maps !

    I have two screenshots of true killers ( ) :

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1137419116192267164/4116367D88BF7F74EE0BD813D3E96F0FD2AAC310/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/1137419116192273832/BD5402836029CAA94AFFCA536DD61EBEFB329E14/]

  • Pampers
    • November 13, 2012 at 8:29 PM
    • #45

    Siege was great, looks amazing.

  • Psy
    • November 13, 2012 at 8:32 PM
    • #46

    Really enjoyed this. I don't know how many visual changes you made but it certainly appeared to be a lot cleaner and readable! My only crit is towards the sewer area; the whole thing looks the same, making it very disorientating!

  • Beck
    • November 13, 2012 at 9:51 PM
    • #47

    Yeah had great fun on the map and I genuinely jumped twice whilst camping for people in the sewers. I got lazy and started to move only to find someone walking around the corner .

    But it looks awesome.

  • ElectroSheep
    • November 16, 2012 at 12:41 PM
    • #48

    Thanks for your comments. Now we have some problems about perfs.

    As you know, the map is really open. I did my best to make the optimization good but of course, it's not as good as official maps. When I'm on italy or office with all spec in higher quality, I'm about 220 fps, then I'm between 110 and 180 on siege which is a big difference.

    It's look like areas where the fps are bad is when you have a lot of alphas maps , trees, fences, grass and bushes and the dynamic light over that wich is really expensive. 110 FPS with the light, 230 FPS without. I think we should take a look there...

    [Blocked Image: http://cloud.steampowered.com/ugc/558706883086843642/3C6BD22EEBEE53381EF1A41E96A7668D41010542/][Blocked Image: http://cloud.steampowered.com/ugc/558706883086848219/81CDA39F1A2B5B84D9D71B0CF06FE98D7F3F52A9/]

  • PogoP
    • November 16, 2012 at 1:54 PM
    • #49

    Do the official maps use dynamic light? I know Source isn't too hot with them normally. I don't think the visual difference is that great with dynamic lights so consider taking a lot out and only putting them in the most obvious places.

  • Skjalg
    • November 16, 2012 at 2:07 PM
    • #50

    I dont think any engine is too hot with dynamic lights, really

  • Puddy
    • November 16, 2012 at 2:11 PM
    • #51

    Still though, in relative hotness, Source is like a popsicle in siberia.

  • ElectroSheep
    • November 16, 2012 at 2:25 PM
    • #52

    Yeah, official maps use this light but we are really using it a lot in our siege. lot of outdoor places, trees and windows...

  • ElectroSheep
    • November 19, 2012 at 11:58 AM
    • #53

    So we know now that drastic Fps drops comes near the moving trees. Unfortunatly, we can make them static like this

    Also we were happy from the last playtest and we are looking to make another one with more people. There is a few screenshots about the last area we changed to make the map smoother.

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-11-19_00042.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-11-19_00043.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-11-19_00044.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-11-19_00045.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2012-11-19_00046.jpg]

  • General Vivi
    • November 19, 2012 at 1:51 PM
    • #54

    This is looking really nice man. I hope you can keep the dynamic shadows! Perhaps more aggressive portaling can fix this?

  • ElectroSheep
    • November 19, 2012 at 2:01 PM
    • #55

    Basic optimisation technics can't work. We did all we can to optimise it well. But drops happenned when you are near a lot of alpha shadow caster, and some of them have dynamic materials. I tried to replace them by static ones but, strangely, it didn't work

    We can't remove the shadows AND the trees because we built a lot of things around them... Moroes Is testing withour the moving trees so we can be sure it's because of that, and we will act in consequence after that

    Anyway, we are still looking for visual fix here and there. An we need to build a better overview (the game crash when we want to make it with the fully detailled map ( ). A little nav fix too and we are great.

  • ElectroSheep
    • November 19, 2012 at 5:45 PM
    • #56

    Also, a bunch of screenshot about our last version. We made some update in the lighting.

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_01.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_16.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_02.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_15.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_03.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_07.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_10.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_04.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_06.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_05.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_13.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_11.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_09.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_14.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_08.jpg]

    [Blocked Image: http://www.minerality.fr/images/site/maps/siege_12.jpg]

  • FMPONE
    • November 19, 2012 at 5:53 PM
    • #57

    really sweet, so polished

  • Seldoon182
    • November 19, 2012 at 6:18 PM
    • #58

    I would suggest you some contrast brightness / color balance suggestion !


    [Blocked Image: http://i.imgur.com/QNaC5.jpg]

    Btw great work so far !

  • Chimeray
    • November 19, 2012 at 9:29 PM
    • #59

    I only played in the first playtest. Looking forward to the next one though, seems like a lot has changed!

  • questionable.ethics
    • January 11, 2013 at 4:20 AM
    • #60
    Quote from SOOPRcow

    While I haven't played a round in the map yet I did load it up and walk around it last night and had to log in and tell you I am genuinely impressed. I think N0TH1NG would be impressed as well. I actualy still have the orginal RMF file for siege as well (see http://sooprcow.com/...es/cs_siege.jpg) from when N0TH1NG passed away. If anyone knows how to get a hold of Euro*Brew I would love to talk to him to get permssion to release it to the world. I would also just love to talk to him, it's been a long time now

    Also, you should totaly do Docks next

    cs_siege was always my favorite map, and seeing what minor changes had been made was my favorite part of getting new CS betas. But I'm pretty old. 10 years ago I would have loved that .rmf, but I think there's a certain sanctity to the map in the original CS that would have precluded my doing a remake at the time. Remakes in new engines are, of course, an homage or tribute and I'm sure N0TH1NG would love to know that the basic design and theme of his map have been canonized and persist to this day.

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