Apparently I jumped to conclusions to quickly. I mostly played Arms Race and Demolition and those maps have the largest 'cartoon' vibe too it. I also feel that those maps are too small. Would have rather seen bigger none symmetrical FFA maps for the gun game. But this is only the beta. The old CS maps look much better now and I can appreciate the subtle changes. Movement still feels clunky but messing around with the settings improves this a bit. Not entirely convinced yet, but luckily far less disappointed then before ![]()
Posts by Sprony
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Updated the first post with a new screenshot and download link to alpha2. As stated before, these are the changes:
Decreased the main atrium to about 1/3 of its current size.
Decreased the raised RL room by half.
Fixed the size of the JP's.
Fixed the weapon markers.
Added a skybox and some minor detailing (roof texture isn't properly aligned, not sure if I'm going to keep it).
Changed the MH location.
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I liked that too

Got a bit weird later on, but fun nonetheless.
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So not what I was expecting. Looks too much like TF2. Kinda cartoony. There's nothing wrong with TF2, but it's not something I want to see in Counterstrike. Movement feels clunky too.
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That's what I'm talking about. Excellent stuff! I know specific questions would help, but I want to keep it broad. Plus, I'm new to Source so I don't have any specific questions yet. Thank you guys!
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Thank you. But there are tutorials enough out there. I'm talking about tips and tricks from more experienced users. What makes Hammer different (up and downsides), certain do's and don'ts in Source editing. Insight you don't get from basic tutorials. Stuff like that.
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Surely someone out of this huge Source editing pool has some insight to share?
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So far I'm finding this to be a lovely 'design' community with a strong focus on Source related editing. A perfect fit for my question. Recently I preordered Counterstrike: Global Offensive and the thought occurred to me, I could try and map for this game. Now there's an extensive amount of info out there regarding the Source SDK and lots of wonderful tutorials to get you started. Which of course is great.
But I'm always more interested in first hand experiences. So any do's or don'ts , useful links, examples, articles, need to know stuff, etc?
Please share!
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Thank you for the clarification.
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Nice one! Not to be picky, but shouldn't that bottle break? I don't recognise that kind of bottle.
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It's less Battlefield and more a fragfest but there's nothing wrong with that

Just don't play it all the time. I still prefer Conquest by far but for some quick matches CQ is ideal. I also like Gun Master a lot.
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Ok, so I got hooked and bought Premium. Close Quarters is a much better expansion then Back to Karkand. I absolutely fell in love with Scrap Metal. Not gameplay wise, but visually. That guy should deserve an award.
Your tips helped a lot Puddy. I've also been doing assingments and I've been playing a lot of Metro and CQ to rank up my score.
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I don't think there are many active Quake 3 players here based on the reaction to City's posts. Let alone to test an alpha. But still, feedback is invaluable so I'm going to give it a go anyway

Copy&paste:
QuoteI did not finish in time for the Maverick Mapping Competition of 2012.But this alpha is the result of six weeks of playing around in the editor. It's
based on the courtyard of the building where I work. Feedback on everything is
appreciated!
Download alpha 3 here.
[Blocked Image: http://members.ziggo.nl/infje/spronyq3dm1.jpg]
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Well it certainly sounded out of place. But still, nothing that would keep me from playing it. Didn't know the trailer guy was in there too

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I heard that!
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Is it really that bad? I have no sound at work.
Will check again tonight.
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Fucking Awesome! I've been waiting forever for this. It looks really professional. Respect!
My faith is restored that it will see a release someday

Finally a good excuse to play though Half Life again!
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Funny he should say that about the marketing of the game since they created that image themselves
Quote“It’s explicitly not the corridor shooter that people have come to expect from Id. It was a very conscious decision that this won’t just be the next revision of the same game that Id’s made before. It's a bright, outdoor, post-apocalyptic desert world”, said John Carmack in an interview with Maximum PC.“Rage is a new franchise built on a first-person shooter foundation, but yet it expands on that with more exploration, more action, and more adventure with some driving and vehicle combat. The most exciting thing about Rage is that it's really different”, said Tim Willits in the same interview.
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Carmack talks about Doom 4, Apologizes for Rage
QuoteDisplay Moreid Software's John Carmack began his annual QuakeCon keynote apologizing to PC gamers for the state of the studio's latest shooter, Rage.During his speech, Carmack acknowledged that the buggy game has generated ill feelings within the PC community, and that it had a lackluster ending. He also noted that the game's world itself was rather shell-like, offering very little in regards to virtual population. The lack of driver support was also "problematic," calling it "really, really poorly handled" and a lesson the studio learned for future titles.
But he also acknowledged that most of the studio's resources were shifted over to Doom 4 once the post-apocalyptic game hit the streets. Because of that, there has been relatively little time to fix the PC version's problems since its launch although several patches have improved its performance.
Carmack also admitted that he was disappointed with the marketing aspect for Rage, saying that it led customers to believe the mutant-filled FPS was more like similarly-themed RPGs on the market. "People expected it to be more like Fallout or Borderlands but that was never our intention,” Carmack said. "That hurt us in that the single-player was long for a shooter but very short for people expecting an RPG. The messaging on Rage wasn’t all it should have been."
Rage wasn't the only project giving way to Doom 4. Carmack said that id Software's mobile branch has been shut down as the studio focuses on getting the next Doom sequel out the door.
"We did make the decision to close up our mobile development, which saddens me a lot, in that I love doing the mobile work -- taking that time, spending a month, a year or something working on a mobile project," Carmack explained, "but we had some developers on there that we wanted to bring onto the Doom 4 project.
"It was looked at as something that; yes, this is fun, this is fun for the company and its entertaining and it makes money, but it's not a grand slam sort of thing on there. The Bethesda family really is about swinging for the fences. I hope we get back to mobile in various ways in the future, but the big real aim is blockbuster, AAA titles, and for id that means Doom 4, it means that we get the whole company behind that after we get Doom 3: BFG Edition out the door, essentially everybody will be focused on Doom 4 as a project."
Carmack went on to admit that the studio had actually finished an iOS project which is now on indefinite hold. "Unfortunately, we have a couple projects — we have an iPhone project that's sitting in the can right now with the rest of the Doom classics stuff, but we just havent been able to push it through," Carmack explained. "We're going to hold off until some appropriate time — maybe we can do it with the Doom 3: BFG stuff on there."
As for when Doom 4 would be complete, Carmack wouldn't specify. "Every decade there will be a Doom," Carmack said, "but hopefully we can do better than that."