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cs_darkwalls WIP

  • slavikov4
  • September 22, 2015 at 5:16 PM
  • slavikov4
    • September 22, 2015 at 5:16 PM
    • #1

    -it is hostage rescue map


  • Radu
    • September 22, 2015 at 9:27 PM
    • #2

    I believe the commands you are looking for are "r_drawviewmodel 0" and "cl_leveloverview x" ;)

  • slavikov4
    • September 23, 2015 at 1:50 PM
    • #3
    Quote from Radu

    I believe the commands you are looking for are "r_drawviewmodel 0" and "cl_leveloverview x" ;)

    Thank you, I was just to lazy to write the commands

  • Vaya
    • September 23, 2015 at 2:07 PM
    • #4

    Looks decent detailing wise but the layout seems a bit too small/simple? I'd get a good layout sorted before you even think about detailing to that standard- you're giving yourself more work...

  • jackophant
    • September 23, 2015 at 4:37 PM
    • #5

    don't forget cl_leveloverviewmarker 1024 to get that helpful red box to aid in radar creation.

  • slavikov4
    • September 24, 2015 at 1:53 PM
    • #6
    Quote from jackophant

    don't forget cl_leveloverviewmarker 1024 to get that helpful red box to aid in radar creation.

    thanks

  • slavikov4
    • September 24, 2015 at 5:39 PM
    • #7

    map

  • jackophant
    • September 24, 2015 at 5:53 PM
    • #8

    You should take the screenshot in the 4:3 ratio of 1280 x 1024. set cl_leveloverviewmarker 1024 and take the screenshot within the red square. This red outline also makes it easier to edit.

    It's important for radar alignment later on, so it's good to practice it now :)

  • slavikov4
    • October 3, 2015 at 5:55 PM
    • #9

    - fix model lighting

    -new light of sky

    -add rain

  • ShockaPop
    • October 5, 2015 at 5:42 AM
    • #10

    It reminds me quite a bit of cs_backalley theme wise and gameplay wise. What I mean, is that to me it's fine having same theme as some other map, but there should be a new gameplay things/tactics for players so it would not be "pretty much the same, but in different layout".

  • slavikov4
    • October 16, 2015 at 4:42 PM
    • #11

    new gameplay on map

  • slavikov4
    • October 17, 2015 at 7:54 AM
    • #12

    Please feedback

  • Overdoziz
    • October 17, 2015 at 9:44 AM
    • #13

    Have you gotten it playtested yet? It's a good way to get feedback: https://migrationtest.mapcore.org/topic/17116-ma…playtesting-40/

  • Bodd Jonar
    • October 17, 2015 at 6:57 PM
    • #14

    What I loved about workout, and the reason as to why it is the best hostage map ever in my opinion, is that the hostage locations forced the T's to play somewhat aggressive. They could not just hold the doors leading to the T spawn. Think about where you wanna place the hostages, possible more towards the middle of the map.

  • El_Exodus
    • October 17, 2015 at 7:29 PM
    • #15

    Have to agree with Bodd. This layout doesn't look like it's going to be fun. Not playtest ready imo.

  • slavikov4
    • October 18, 2015 at 8:01 AM
    • #16
    Quote from Bodd Jonar

    What I loved about workout, and the reason as to why it is the best hostage map ever in my opinion, is that the hostage locations forced the T's to play somewhat aggressive. They could not just hold the doors leading to the T spawn. Think about where you wanna place the hostages, possible more towards the middle of the map.

    ok, i agree

    Quote from Overdoziz

    Have you gotten it playtested yet? It's a good way to get feedback: https://migrationtest.mapcore.org/topic/17116-ma…playtesting-40/

    in future will be playtest map. map is not ready for test

  • Overdoziz
    • October 18, 2015 at 6:29 PM
    • #17

    It's never too early. :)

  • El_Exodus
    • October 18, 2015 at 6:34 PM
    • #18
    Quote from Overdoziz

    It's never too early.

    Sometimes it is. There's not always a playtest needed to see obvious flaws in a layout.

  • slavikov4
    • November 6, 2015 at 10:29 AM
    • #19

  • resident91
    • November 7, 2015 at 12:02 PM
    • #20
    Quote from jackophant

    You should take the screenshot in the 4:3 ratio of 1280 x 1024. set cl_leveloverviewmarker 1024 and take the screenshot within the red square. This red outline also makes it easier to edit.

    It's important for radar alignment later on, so it's good to practice it now

    So we have to change the game resolution from your options before taking the screenshot. I'll tests.


    The map see it visually very nice but I think like other users, the positions of the hostages would make a rather boring gameplay. Otherwise I have nothing to say.

    The map may be a bit small, but this need not be a problem to end up being fun.

    Sorry for my English.

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