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De_Forest Released!!

  • robert.briscoe
  • October 8, 2007 at 2:34 AM
  • Method
    • October 8, 2007 at 11:11 PM
    • #41

    Very nice. I liked your depot map too and website layout.

    -Method

  • R_Yell
    • October 9, 2007 at 12:21 AM
    • #42

    I downloaded it and is even better than in the screenshots. I love the river and those flying insects among other things. However CS:S is about a completely different gameplay. This map in a game like America's Army or similar would rock in popularity, no doubt.

  • Algor
    • October 9, 2007 at 7:10 AM
    • #43

    beautiful map there and great portfolio. i've got it downloaded and will check it out soon (i hope). i will probably update this post with a comment or two when i do.

  • Evert
    • October 9, 2007 at 8:23 AM
    • #44

    You rock hobo-guy!

  • RD
    • October 9, 2007 at 10:38 AM
    • #45

    Spectabular

  • BioPulse
    • October 9, 2007 at 10:48 AM
    • #46
    Quote from R_Yell

    I downloaded it and is even better than in the screenshots. I love the river and those flying insects among other things. However CS:S is about a completely different gameplay. This map in a game like America's Army or similar would rock in popularity, no doubt.

    I thin kit's nice that he made it a new refreshing kind of gameplay instead of all maps being the same idea in a different theme / layout.

    I'm interested to see what maybe a mix or gather on this map wouldd amount to

  • propaganda
    • October 9, 2007 at 3:29 PM
    • #47

    A worthy spotlight, good job.

  • citric
    • October 9, 2007 at 3:43 PM
    • #48

    Played the map and it looks really great.

    Only thing that bothers me is that the lods change so much on the rocks, when they are just a few meters infront of you.

    And some of the rocks are blue.

  • e-freak
    • October 9, 2007 at 4:16 PM
    • #49

    Awesome map - i posted it up on HLPortal so it should get some nice resonannce here in germany (and austria and swiss)

  • Grin
    • October 9, 2007 at 6:17 PM
    • #50

    It really looks good. But it's not a very good CS map when you think of playability. It's almost impossible to run from one bombsite to another and defuse, if somebody really tries to stop you you have no chance.

    But now that we know that you can do such "real" forests with source.. How about a decent vietnam mod? :wink:

  • CptDobey
    • October 10, 2007 at 2:40 PM
    • #51
    Quote from Seldoon182
    Code
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    [...]

    ... more and more !

    Same thing with the beta.

    Maybe there is no way to fix this...

    Quote from Grin

    It really looks good. But it's not a very good CS map when you think of playability. It's almost impossible to run from one bombsite to another and defuse, if somebody really tries to stop you you have no chance.

    You have to extend the C4 Timer. With Mani Admin, you can even create a specific CFG file to only extend the C4 timer for this map only.

  • Grin
    • October 10, 2007 at 6:47 PM
    • #52

    We tested this with 60 seconds on the timer, which was hardly enough. And that's almost twice the standard time of any league that I know of.

  • robert.briscoe
    • October 10, 2007 at 10:43 PM
    • #53

    any server admin can easily change the c4 timer, in fact by default I created an entity which set the timer to 60. As has been mentioned you can also make a custom cfg for the map too.

    The "SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl) " is simply a warning, not an error and should not cause any problems. I cannot solve this my end it just seems to be the way Source works atm.

  • Pingu_swe
    • October 11, 2007 at 11:52 AM
    • #54
    Code
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    [...]

    You can remove those error messages by simply changing the collissions to Not Solid.

  • -Stratesiz-
    • October 17, 2007 at 10:21 PM
    • #55

    My first impression was... wow!

    That is fantastic work!

  • Rick_D
    • October 18, 2007 at 12:22 AM
    • #56
    Quote from Pingu_swe
    Code
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    SOLID_VPHYSICS static prop with no vphysics model! (models/pinetrees/branch_002a_small.mdl)
    
    
    [...]

    You can remove those error messages by simply changing the collissions to Not Solid.

    and then you can walk through trees

    or you have to manually place clip brushes on every tree

    totally voiding the point of of making a collision model

    stop nit picking guys, if someone makes a shitty map and say "but the gameplay is awesome" everyone jumps on it for it;s look; if someone makes a great looking map but the gameplay is questionable everyone jumps on that - it's really tedious seeing tiny flaws picked out here (the physics thing is ridiculous, come on..).

    It is not the best idea to make this for CSS but CSS frankly has the most players of any Source game and the map is more likely to get played.

    Congrats Rob, you did done good and it looks really nice, a great portfolio piece tbh.

  • Skjalg
    • October 18, 2007 at 12:56 AM
    • #57

    lol Rick_D, you are usually the first one to nitpick everything. But I guess you always just have to go the other way

  • Grinwhrl
    • October 18, 2007 at 1:09 AM
    • #58

    nitpicking about nitpicking hehe had to jump in and say that one.

  • Rick_D
    • October 18, 2007 at 10:36 AM
    • #59

    i'm a changed man

  • JamesL
    • October 18, 2007 at 11:55 AM
    • #60

    Rick's a professional now

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