Well I'm releasing it to the competition anyways. I like the map alongside other people who think about the "fun" side and not the most "competitive" side. It's a hobby.
Posts by ScottehBoeh
-
-
Quote from P1g3oN
The snow is better but PLEASE reduce the fog, or change the max thickness (or whatever it is) to something lower that 1. The only thing that will be remembered from this map is that it tried to be a copy of cs_insertion. To make a good map you have to be somewhat original. Being original is difficult with defuse maps but with hostage maps it's easier because there are less hostage maps overall. Also, i have not played any matches on this map but it will probably be luck and aim sided. People are just lurking in the fog hoping to find someone and if they do the guy with better aim or the one who is behind the other wins. You can't really have any tactics on a map where skill wins. Compare that to cs_agency (and all competitive de_ maps except de_dust2 where everyone knows every tactic.) where you can have coordinated pushes to different chokepoints of the map so even 5 not so good players with communication can beat 5 good players who have no communication. This map has so much potential but it's wasted because you won't try anything new. Also, here's a video comparing your fog and my edited fog: https://youtu.be/IVexYnvVBS8
Edit: I saw from the video that my fog is too green (still a huge improvement) so if you will change it play around with it a little more to get it perfect.
Pigeon. I am WORKING WITH OSKMOS. He is the CREATOR of cs_insertion. I have all permissions from him and we're designing this map together!
-
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!
-
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.
-
-
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 austinweiss13Make 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.
-
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:
-
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:
-
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.
A nice trees/woodland outskirts of Baghdad
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.
-
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

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

-
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.The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. -
[Blocked Image: http://i.imgur.com/pfDIGCh.png]
After several long months, it's finally here!
Set in Buhriz before the main assault, a special marines unit is sent in to make sure no hostages are captive within the town.
This map also holds the same sort of concept as cs_insertion. Open and free roaming. I like this concept and believe that because it is not at all used commonly, this map should not deserve the hatred expected.
They must enter via one of the two convoys and take fight against terrorist forces that occupy the town.
Questions:1. Bots aren't working?
When doing nav_generate my computer freeses. I'll try and find out why but I can't promise anything!2. Hey! This map is a rip from Insurgency!
Yes. You're right this map is featured in Insurgency as ins_buhriz. I decided to do a one to one complete replica of the map, replacing objects with trees and bushes to seem as if this hostage rescue was an earlier mission. Hopefully the original map maker does not mind and I do admire their work! This includes:+ Complete Retexture
+ House Remapping
+ Cubemap Replacing
+ Water Refunctioning
+ Spawn Replacing
+ Ambient Sound Replacing
+ Complete lighting Change
+ Complete skybox Change
+ Complete fog/ambient lighting ChangeOverall Progress:
(Overall Progress can be seen on the Workshop Post!)