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Posted

hello world :P

i started a while ago a map for hns (hide and seek) for counter strike. i've build 75% of the map and i've stoped because i didn't have any ideeas on how to make the details of the map.

yesterday i decided to try and finish the map but once again i don't have ideas for the detail of the map. so plz if u can think of anything that could make the map nicer plz share it.

here are some pictures (thise are from hammer so there is no atmosphere):

winterassault1fx3.th.jpg winterassault2xr0.th.jpg winterassault3wb4.th.jpg winterassault4yo4.th.jpg

and one more thing. plz tell me your opinion on the map. "any crits/pointers/tips/suggestions will be taken seriously."

Posted

No displacements in HL1 Freak - this is a CS1.6 map, judging by the blue masked textures through it.

I think something that's gonna be a big problem with this map is that you can access the roofs of very tall buildings, and the world ends at the skybox. That means its gonna be really rather ugly from up there, with views right down on the (actually touchable) skybox, regardless of how detailed or atmospheric you manage to make the main play area. I also think it features far too many ladders, which aren't really the best feature for smooth gameplay. I don't know how this hide and seek mode works, but in future projects I'd encourage you to try and link the different vertical "floors" of the map through ramps or stairs as opposed to just ladders.

Posted

Actual roofs on buildings is always a good idea. I see way too often buildings like this, in leveldesign, where the wall textures just go all the way up to the top of completely box-shaped buildings. As an half-architect that makes my soul weep :cry:

Posted

I think something that's gonna be a big problem with this map is that you can access the roofs of very tall buildings, and the world ends at the skybox. That means its gonna be really rather ugly from up there, with views right down on the (actually touchable) skybox, regardless of how detailed or atmospheric you manage to make the main play area. I also think it features far too many ladders, which aren't really the best feature for smooth gameplay. I don't know how this hide and seek mode works, but in future projects I'd encourage you to try and link the different vertical "floors" of the map through ramps or stairs as opposed to just ladders.

hns addon is all about stair, it's kinda hard to explain how hns is played but these are the simple rules:

terro must survive the round by hideing or running from ct and ct must kill terro. terro dont have any weapons, but instead they have grenades (flash and smoke) and ct only have knife. if all the terorist are killed or die in a round, the teams are swiched (ct became terro and terro became ct). i know this is not a very good desription. try to watch these movies to understand the gameplay of hns mod:

if u observ, in hns map it's all about high building and lots of ladders thats why i have long buiding and many ladder.

I see way too often buildings like this, in leveldesign, where the wall textures just go all the way up to the top of completely box-shaped buildings. As an half-architect that makes my soul weep :cry:

tha reason that i made square buiding is because if u make skewed walls the players can make "wallbug". watch this if u want so see what a wallbug is

Posted

so basically you just asked for comments on your map, then shot every suggestion you got down? yeah, this definitely gives the rest of us incentive to help you out. check out my ideas for you here:

- stop mapping.

Posted

Ouch, unlucky tripl_ecks, you're suffering some rather harsh posts today man! Try not to be too discouraged though, Mapcore can be a little hostile but you'll end up making better levels if you're willing to take on advice and take a few knocks in the process :)

On the topic of ladders; those gameplay vids definately explained why you'd have them! It seems like they make up about 80% of the gameplay in the mod :S I always get a little confused when a game mod doesn't try to theme its levels to suit the gameplay. I mean, CS levels are "realistic" because the gameplay is meant to be based on real world events. The gameplay suits the sort of layouts and architecture you'd find in real life. Despite its name, this Hide and Seek game doesn't really seem to be based on hide and seek at all, but instead based around fancy movement skills. Wouldn't it be better to therefore step away from real world settings and build something more abstract? Then you can start designing a setting where the giant ladders required for the gameplay don't seem out of place. Its gonna be really quite tough to make a believable real world cityscape based level for this mod within the confines of the engine. In future, if you plan on doing more work for this mod, consider thinking outside the box and coming up with a setting that lends itself to lots of tall ladders and straight vertical walls. Remember the HLDM level gasworks? or the CS map oilrig? Maybe something like that could work?

Anyway, a little off topic as it's not gonna help you with this project, but just thought I'd say it anyway :)

Posted

Wouldn't it be better to therefore step away from real world settings and build something more abstract? Then you can start designing a setting where the giant ladders required for the gameplay don't seem out of place.

i have soma ideas for some abstract maps for this mod but my bigest problem is that im bad with textures. i spen a lot of time searching for textures that can be combined and look good on the map.

Remember the HLDM level gasworks?

i actualy thought of making a map like that but first i wanted to finish this one.

on topic: ive look in some map from fpsbanana and i got some ideas like making something like a sattelite (antena) an put it on 2 or 3 roofs and maibe a truck on the snow, so if you can think of some more details for the map plz post. tnx

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