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Posts by StarD00d

  • [BETA] de_losttemple2

    • StarD00d
    • September 16, 2007 at 9:39 PM

    ah thx, I forgot about it.

  • [BETA] de_losttemple2

    • StarD00d
    • August 13, 2007 at 6:37 PM

    well the pics are inside a gallery. you can go to the next image by simply using the navigational arrows.

    or you can use a browser with tabs like firefox and click all links at once.

  • [BETA] de_losttemple2

    • StarD00d
    • August 12, 2007 at 6:19 PM

    I think that attitude is too negative.

    There are always around 120 servers playing one of the d00ds maps at the same time.

    When I look at DOD:S for example the most played map has 300 servers and the map on the 7th place are only 40 servers.

    Right in this moment 180 ppl play de_losttemple/pro and 260 ppl play dod_anzio.

    I think you get the point, even if 3% of the CS:S community plays custom maps its more than 100% of the DOD:S community.

  • [BETA] de_losttemple2

    • StarD00d
    • August 12, 2007 at 3:10 PM

    Actually I checked PVK2 a few weeks ago and was thinking, damn that mod could use a cool temple map

    but I want my army of drunken parrots in the game

    I really dont like your CS bashing, sure some players can behave strange but thats a matter with every huge community.

    Personally I dont like DoD, cause every map uses the same theme and I'm really not a fan of WW2 scenarios. I've seen it done 1000 times, hard to get excited by it nowadays.

    But despite that fact I dont bash DoD. It's a game that has a community who enjoys it, so they got their point. Same applies for CS.

    I updated 4 screenshots. The new ones are:

    09 - Bomb spot A

    12 - The temple hall could use some restoration

    13 - T Spawn

    14 - Lost Temple - The Movie ?

  • [BETA] de_losttemple2

    • StarD00d
    • August 12, 2007 at 1:54 AM

    Guys, the following is my standard forum news post for this map. So dont wonder if it looks a little odd for the WIP forum.

    But I really appreciate any feedback you can give. The map is 99% complete, but it's still a beta, so everything can still be changed.

    I prefer to finish everything in the map for the first beta. So basically theres nothing left on my todo list. But I guess you will pull something out of the bag. I'm looking forward to it

    So here we go:

    Map Name: de_losttemple2 *beta*

    Author: StarD00d (d00ds.com)

    Release Date: 12 August 2007

    Number of Spawn Points: 40

    Info:

    This is the BETA version of de_losttemple2, the 5th map of d00ds.com following

    de_rush

    de_nightfever

    de_cpl_fire and of course

    de_losttemple / de_losttemple_pro.

    The temple, once a jewel of the mayan civilization, is located near a lake deep in the jungle. Beside the enemy forces you have to fight the mosquitos aswell. Smoke Grenades proved to be quite successful.

    Story:

    After the discovery of a very well hidden secret inside a forgotten temple archaeologists all around the world are eager for more discoveries.

    This time they are at the right place to look for but don't know it yet. They presume an entrance to a hidden chamber at spot A. However there is another entrance at spot B still undiscovered.

    A group of so called terrorists take their chance to make some quick profit. Little do they know there are special forces waiting in the area to turn the plan into a failure.

    Layout:

    There are three main routes in the map: to the left a small temple at the cliff, through the swampy water in the middle directly beneath bomb spot A and to the right through the ruinous main temple hall. All three routes have in common that after taking over the hot spots the terrorists can storm both bomb spots. There is no specific A route or B route. However the counterterrorists can use three short routes to switch between A and B.

    The map supports 40 spawns.

    As always the map includes lots of custom textures, models, skybox and even sounds.

    Screenshots:

    01 - The water route in the middle (T side)

    02 - The main temple hall

    03 - The wooden bridge connects to A

    04 - The small temple at the cliff route

    05 - The small temple from the inside

    06 - River and waterfall at the exit of the main hall

    07 - Entrance to the main temple hall (T side)

    08 - The hot spot of the cliff route

    09 - Bomb spot A

    10 - Bomb spot B

    11 - The temple gate is guarded by serpent head statues

    12 - The temple hall could use some restoration

    13 - T Spawn

    14 - Lost Temple - The Movie ?

    15 - The overview

    Performance:

    Despite the use of numerous vegetation models performance turns out very well.

    3 GHz Radeon 9800 runs on 120 fps average and 95 fps for the worst spot.

    For comparison the same system at dust2 runs on 110 fps average and 85 fps for the worst spot.

    Download:

    Map incl. Nav-File: http://%7boption%7d

    Contact:

    Please send us bugs & comments to

    c o n t a c t @ d 0 0 d s . c o m

    (remove the spaces)

    Please feel free to host the map for download or on your gameserver.

    Original download @ http://d00ds.com

  • de_nightfever *beta* by d00ds.com

    • StarD00d
    • July 14, 2006 at 2:08 PM

    interesting, after playing this map with alot of different ppl now I believe in the opposite. theres actually too much cover in the bomb sites. once the bomb is planted the CT have a very hard job to defuse cause they are running out of time to check every corner.

    dont think of the bomb sites just as that small room the bomb gets planted. the adjacent rooms are close enough to take cover aswell. at B there are the library and 4 different stairs. at A theres the higher ground you can jump from to other higher ground. theres the outside, the ladder pit, the copier room, the CT spawn and the stairs leading to main hall.

    theres so many corners to check so a single CT cant defuse the bomb in time. even 2 CT have a hard time.

    now you may argue, its hard for T to plant aswell then. but most of the time theres more T rushing the bomb spot to plant than CT rushing the bomb spot to defuse. and remember T arent in a hurry. they dont lose the round if it takes 5 more seconds to plant.

    so at the moment I begin to ponder if its a good idea to close the library doors (top doors near bridge and bottom doors in front of stairs) and take out the library completely. A is even harder to find a good solution, what do you think?

  • de_nightfever *beta* by d00ds.com

    • StarD00d
    • July 10, 2006 at 2:30 PM

    thx for the detailed bug report. I will definately look into it.

    I took out the missing light models for performance reasons, but your are right, level 2 can be seen from the playzone. I will add cheap lamp decals now, that should do the job.

    for the street corner I had to save up on file size. the map was over 100 MB once, so we had to lower the amount of textures and models drastically. 60 MB is still huge for public servers, but alot better than 100 MB I'll try and cut the corner better, but will have to stick with that single texture.

    the water is really strange. it works fine for me. maybe some graphic settings cause these problems. I have to take a closer look.

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