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Blade x64

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Blade x64 last won the day on January 6 2016

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About Blade x64

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  1. From what I've found, bullet penetration is based on the surface properties of the texture it penetrates. For props, I believe it's based on the prop_data. When a bullet enters into occupied space, it assumes everything is of the same material type until it reaches the air again. So even if you sandwich concrete between two panels of wood, it will treat the entire distance as wood. Though if there's a break of at least 1-2 units, it will properly account for the material change. A bullet loses more damage when penetrating consecutive walls compared to a wall of equal width. You can find all of the surface densities in csgo/scripts/surfaceproperties_cs.txt. Had you been able to define custom ones I would have suggested that, but there's no method of doing so. In my honest opinion, the space sandwich should be treated as a last-ditch effort as it makes a mess of things. You really should just go about making the walls more thick or placing fitting props to block instead.
  2. That technique is from CSS. CSGO has a different way of determining penetration and I have never seen any methods to stop bullets on thin surfaces in it. You're just going to have to deal with the penetration, obstruct cleverly using props and details, or simply make the walls more thick.
  3. Turning hostage rescue into a defusal equivalent is the wrong way to go about this. The economy has been fine tuned for defusal mode and teams in their existing roles. Reversing the roles upsets this balance without anything particularly interesting or rewarding to show for it. The main mechanic that should remain is the escort of the hostage across the map, which is very much like the VIP gamemode. The hostage mode is essentially one flag ctf, though one team has two flags instead of one. However, I can see potential in it taking a short amount of time to rescue a hostage within a zone, rather than the rescue occurring the moment you step inside the capture zone. Even though the CT's objective in the second phase is still an offensive one, that doesn't mean the entire team is playing offensively. A well coordinated team will have secured important areas while pushing up to reach the hostages. Only the hostage carrier is required to be on the move, so the rest of the team can stay put and watch critical points, falling back as the carrier progresses through the map. This is the important difference which makes things interesting: rather than the object of interest being stationary, it's on the move. It's like the difference between capture points and payload in TF2. I believe that will2k has the correct idea in that we mappers need to develop layouts that better cater to fair matches, rather than modifying the gamemode. Finding appropriate relative placement and design of team spawns, hostage spawns, encounter areas, rescue zones, and the paths in between are what we should be aiming for. Some questions to keep in mind when considering layouts: What makes for a good hostage spawn area?How close should hostage spawns be to encounter points?How far should the hostage spawns be from the rescue zone?How far apart should hostage spawns be?How many connectors between areas are too few? Too many?What are good ways to structure rescue zones and the paths leading to them?We can borrow a lot of what we know from defuse maps to apply to hostage maps. Knowing how existing hostage maps play will help considerably as well. I can probably do some case studies of them if you guys want.
  4. Blade x64

    [WIP] cs_terminal

    I hope I can deliver. Haven't played as much with daytime lighting. I extracted them from the L4D VPKs using GCFscape. The escalator is a model from the mall assets.
  5. Sufficiently separated hostages are definitely a step in the right direction. I'm a fan of the hostage mode as well; it really deserves better. Prior to the hostage update in Italy, Terrorists would just hunker down in that one house for an easy win as they really only had to watch two entrances. After the update put the other hostage in the far wine cellar, Terrorists had to spread out more to cover the main routes. Same goes for Office: the further apart the hostages spawn, the more Terrorists have to spread out. The more spread out Terrorists are, the better chance Counter-Terrorists have at winning. As for the hostage rescue zone, in general I'd agree that multiple entrances are good. But the rest of the paths to and from are important to consider as well. With the hostages separated enough, the first stage of hostage rescue acts like the bomb defuse mode. One team trying to secure one target, and the other trying to defend both. It's the second phase where new considerations come into play. Instead of the offensive team being able to switch to defensive, they generally remain on offense until the end. By the time a hostage is picked up, remaining Terrorists should be moving to the optimal places to defend: any place where Terrorists can monitor all paths Counter-Terrorists can take to the rescue zone. By this point, the teams should have been whittled down, so try to keep one point manageable for at least one remaining player on each team. For example, in Office, it's foolish to go straight to the rescue zone as Terrorist. It's impossible to cover both ends at once. Instead, the optimal location is right outside of bathrooms. You can keep an eye on both elevators and long hall, the only ways for a Counter-Terrorist to leave. If they make it past that point, Terrorists have lost if they can't catch up. In Italy, as will2k showed, the best place is in the rescue zone which makes for an easy hold. For Militia, it gets more complex. An ideal close range spot is right by silos above sewers, but there are two boost spots that can get around that. A long range player can cover all of these near bridge, but has to keep an eye on multiple directions. Whether or not you make the rescue zone an ideal holding spot is up to you. I'd suggest doing so as it makes it easier for new players to perform well. I've made a hostage map with what I've learned, so feel free to check it out.
  6. Blade x64

    [WIP] cs_terminal

    I definitely will do that. I just wanted to get a layout tested before I made new textures. Most of the ones in there I borrowed from L4D.
  7. Blade x64

    [WIP] cs_terminal

    I started sketching this plans for this map about two years ago, but only got around to completing a playable version a month ago. As the name implies, it's a hostage situation within an airport terminal. The hostages are well separated with spawns in the food court, shops, and restrooms. There are two main contact areas that are spacious and varied, so they aren't chokes. The hostage rescue zone is spacious and has three paths leading into it, each from a different direction. Workshop Link Demo Analyzer T Spawn and Shops CT spawn and rescue zone Atrium contact area Baggage contact area
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