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[WIP] Cs_Rime - Hostage Map (Official Renamed)

  • ScottehBoeh
  • June 27, 2015 at 9:15 PM
  • ScottehBoeh
    • June 27, 2015 at 9:15 PM
    • #1

    After several long months, it's finally here!
    Based in snowy northern Kurdistan. A group of terrorists take hostage of 2 secret agents that were compromised whilst watching over the terrorists bomb production. After being notified by the terrorists via anonymous sources, the US have sent in snow marines to rescue the captive officials.

    Workshop Submission


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  • Iceberg
    • June 27, 2015 at 9:29 PM
    • #2

    In general it is a good idea, I think it has great potential, maps with the theme of "insertion" have high playability, I'll be tuned for more updates. GL HF...!

  • laminutederire
    • June 27, 2015 at 9:42 PM
    • #3

    Do you have insurgency? Maps in this game allow this type of gameplay with a reasonable readability, which is the main drawback it could have. So feel free to check it out :)

  • P1g3oN
    • June 27, 2015 at 9:58 PM
    • #4

    It's so far in the develpoment so it's late to say but i would prefer some different setting, somewhere where is less fog.

  • ScottehBoeh
    • June 27, 2015 at 10:03 PM
    • #5
    Quote from P1g3oN

    It's so far in the develpoment so it's late to say but i would prefer some different setting, somewhere where is less fog.

    The fog provides an extra "challenge". Something new and interesting as cs_insertion had brought. Infact I got permission from Oskmos (creator of cs_insertion) to use his same teleportation method and fog method :D


    It is annoying to have fog, but imagine the next-gen tactics used? Ones never before seen. :D

  • DooM
    • June 27, 2015 at 11:57 PM
    • #6
    Quote from ScottehBoeh

    It is annoying to have fog, but imagine the next-gen tactics used? Ones never before seen.

    The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility.

  • ScottehBoeh
    • June 28, 2015 at 12:34 AM
    • #7
    Quote from DooM

    The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility.

    Evidence 1

    A nice trees/woodland outskirts of Baghdad


    Evidence 2

    Snowing in Iraq. Hard to belive but it's possible.


    I guess you could say that the map is based in the morning, in which the sun is evaporating all of the steam from the wet ground. You need to understand that Iraq isn't just a big desert wasteland.

  • ScottehBoeh
    • June 28, 2015 at 12:34 AM
    • #8
    Quote from DooM

    The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility.

    Also:

    Evidence 3

  • ScottehBoeh
    • June 28, 2015 at 12:38 AM
    • #9
    Quote from DooM

    The next gen tactic of hiding and killing your opponent. Not because you can out-aim, out-position or out-play them, I feel fog is the opposite of skill and often induces randomness. The setting also seems to make no sense, Middle Eastern esque buildings with Arabic text and the map is named after a place in Iraq but set in a woodland, with pine trees. I feel the theme needs work as-well as the game-play aspects like visibility.

    Pine Trees or Not:

    Evidence 4

  • KernalPanic
    • June 28, 2015 at 3:09 AM
    • #10

    apparently everyone's now a geologist =P

    I think it looks great very good thus far. The fog is a bit strong imho but that's not so much a bad thing, more just personal preference. plus being such a wide open map it probably helps performance a great deal .

    Keep up the good work. I've subbed and followed.

  • ScottehBoeh
    • June 28, 2015 at 9:24 AM
    • #11
    Quote from KernalPanic

    apparently everyone's now a geologist =P

    I think it looks great very good thus far. The fog is a bit strong imho but that's not so much a bad thing, more just personal preference. plus being such a wide open map it probably helps performance a great deal .

    Keep up the good work. I've subbed and followed.

    Thanks for the nice comment :)

    Quote from austinweiss13

    Make it look like Northern Iraq/Afghanistan then. Take a look at Insurgency and see how they did the maps such as Heights. The theme can work but right now you're not executing it properly.

    I'm not sure how you think that all areas of Iraq have to look the same as the ones you see in a game? This is a custom map, remember. Aka. My map, My rules.

  • E-Music
    • June 28, 2015 at 2:14 PM
    • #12

    My favourite map from Insurgency! I can't see right now but are there prop cars on the bridge?

  • ScottehBoeh
    • June 28, 2015 at 2:41 PM
    • #13
    Quote from E-Music

    My favourite map from Insurgency! I can't see right now but are there prop cars on the bridge?

    The bridge isn't actually crossable. I used it as half-detail for the map. The real area is the re-created village :D

  • biXen
    • June 28, 2015 at 6:04 PM
    • #14

    Looking good, looking forward to updates.

  • text_fish
    • June 28, 2015 at 8:39 PM
    • #15
    Quote from ScottehBoeh

    My map, My rules.

    I don't think anyone's accusing you of "breaking rules", or trying to tell you what to do. It's just honest feedback, and you ignore it at your peril.

    The thing with "realism" in games is that most players' knowledge/expectation of many parts of the world has been informed by the pop-culture references that have gone before, so sometimes in order to suspend disbelief you have to bend or normalize the truth. If a few people on this forum think that your visual direction is a bit off, it's likely a lot of players in the wider community will as well, and that could hurt its chances at success.

    What's more worrying to me is that it seems like you've borrowed the two most distinctive features of insertion (teleportation and fog), so you map is always going to be somewhat hamstrung by associations with that map (negative or positive). If I were you I would just take the teleportation idea and do something completely different visually to make it distinct. If you're trying to encourage players to invent interesting new strategies, copying another map that already did that probably isn't the right way to go.

    But hey, your map your rules, so what does it matter what I think.

  • ScottehBoeh
    • June 28, 2015 at 9:16 PM
    • #16
    Quote from text_fish

    I don't think anyone's accusing you of "breaking rules", or trying to tell you what to do. It's just honest feedback, and you ignore it at your peril.

    The thing with "realism" in games is that most players' knowledge/expectation of many parts of the world has been informed by the pop-culture references that have gone before, so sometimes in order to suspend disbelief you have to bend or normalize the truth. If a few people on this forum think that your visual direction is a bit off, it's likely a lot of players in the wider community will as well, and that could hurt its chances at success.

    What's more worrying to me is that it seems like you've borrowed the two most distinctive features of insertion (teleportation and fog), so you map is always going to be somewhat hamstrung by associations with that map (negative or positive). If I were you I would just take the teleportation idea and do something completely different visually to make it distinct. If you're trying to encourage players to invent interesting new strategies, copying another map that already did that probably isn't the right way to go.

    But hey, your map your rules, so what does it matter what I think.

    I like your comment. It's made me think. I will be continuing this map, however. and I have permissions and extra help from Oskmos (creator of Insertion) himself. He is delighted that I'm using the teleportation method for the map.

  • P1g3oN
    • June 28, 2015 at 9:23 PM
    • #17

    I know it doesn't work with the theme but i would reduce the fog (and set it the color of the skybox, white looks wrong) and have a wall around the town that is mostly broken but blocks vision from some parts of the map. Also, only 1 letter H shows up on the minimap so you should use the one with rescue zones drawn.

  • ScottehBoeh
    • June 30, 2015 at 8:27 AM
    • #18

    I've updated the texture types and changed the map theme to Snow. Hopefully this will make the map seem more "geographically accurate" but thanks for the suggestions anyways!

  • jackophant
    • June 30, 2015 at 11:00 AM
    • #19
    Quote from ScottehBoeh

    My map, My rules.

    Great mindset, brb...

    Quote

    [Blocked Image: http://new2.fjcdn.com/thumbnails/com…45b882e76ea.gif]

    Snow isn't a theme, and the trees you showed in your evidence were some sort of palm tree, not the pine trees you have been using.

    @text_fish very aptly put, excuse my crudeness (jumped straight on the eye-rolling bandwagon when i read OP)

  • UnknownPredator
    • June 30, 2015 at 3:55 PM
    • #20

    Guys, chill down lol. Anyways, just by looking at the radar I think that spawn point D is a bit too far out and should be placed more to the left. If you replaced the asphalt textures and the grass textures with something new, I think it'd look a million times better. The middle of the map, near the village could also use some foliage or grass up against the walls, stains, etc. The map looks pretty good so far, and seems promising :)

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