Psy Posted June 8, 2007 Report Posted June 8, 2007 Well I'm going to be blocking this out later because now I've got a headache. No, really, I mean it. D: Thanks for the feedback guys. Tis very helpful! Drink more water! I just drank a whole 750ml bottle of water. It worked. I'm too tired now anyway. I've had exams all week so I'll leave the blocking out of the map till tomorrow. Quote
MrBaracuda Posted June 8, 2007 Report Posted June 8, 2007 I knew it would, that's why I told you! Quote
Rick_D Posted June 8, 2007 Report Posted June 8, 2007 If your good at math you could even calculate how long it takes from a player to run let's say, 128, or 256 units. You can actually just count units to each chokepoint and if it's the same or ct's/t's have a few units in excess then you tell who will get there first I think at the moment (if you stuck rigidly to the dimensions - make your layout into a texture and load it into hammer and enlarge it and use it as a blueprint ) CT's have the timing advantage, as it should be, but it's a pretty close thing - just need to be careful the T's don't have any major advantages that would cause them to be able to just run rampant on the CT's Quote
BioPulse Posted June 8, 2007 Report Posted June 8, 2007 Haha, how did i not think f counting units, though this might bit a bit hard on crooked hallways.. but ofcourse you can just measure them otehrwise Quote
Psy Posted June 9, 2007 Report Posted June 9, 2007 Or I could just stick a ruler on the screen. It might work! Quote
Coen Posted June 9, 2007 Report Posted June 9, 2007 Or I could just stick a ruler on the screen. It might work! You know how retarded that sounds... Quote
Albatros Posted June 9, 2007 Report Posted June 9, 2007 Another set of screens - will probably have to pause this baby though until real life allows me to continue . Quote
OrnateBaboon Posted June 9, 2007 Report Posted June 9, 2007 From the picture, one of the things that stands out as being a potential problem is the Terrorist route when rushing left to site A. It is very head on, and for the CT's to cover it, they only need to move a few units to their right, and will be able to snipe from quite a distance. I would suggest that you either dogleg the route, so that it is more difficult for the CT's to snipe from, or make the route run further to the left of the bombsite. Possibly even a combination of the two. An example of the kind of site entrance I am talking about can be found in de_cpl_clan_mill. Obviously it is quite hard to properly guess how the map will play from an overview alone, so when it's blocked out, and has all provisional cover, it could be worth sending it to a few people to see what they reckon. I don't think the timing of the map should be a problem, because the spawn areas are reasonably big. This will allow you to move the players forward/back as needed. First contact points can easily be found by playing against bots on the hard setting, where they seem less inclined to dawdle. Quote
hessi Posted June 9, 2007 Report Posted June 9, 2007 albatros: you got to work on your texturing. it looks that much thrown together that i was close to puke on my macbook :X the overall compositing is nice but you really need to change those textures. the setting you are trying to create needs custom content. the standard valve stuff is not fitting in there. for example you take a brick wall covered with moss and grass and make a complete house side textured with it. then you have house edges cutting out of the rows and those edges dont got any detail. you better look on other WW2 city themed maps. http://ve3dmedia.ign.com/ve3d/image/art ... 006653.jpg http://www.after-hourz.com/ro/modules.p ... _photo.php http://www.after-hourz.com/ro/modules.p ... _photo.php Quote
ifO Posted June 9, 2007 Report Posted June 9, 2007 Hate to be a ball-breaker but if you're making a CS custom map with lots of custom content (which therefore no-one is going to play) does game balance really matter? I really don't get why people waste their time making sexy custom maps for DoD or CS unless it's just for their folios. Where is the satisfaction in having your map never played.. or if played at all only by about 5 people..? :S Why not find a worthy mod team and make the map for that? Quote
Albatros Posted June 9, 2007 Report Posted June 9, 2007 Hi again, I think I know pretty much what things are supposed to look like - might even go as far as to say I should know best considering the abnormal amount of hours I've spent in archives collecting reference material for that one. Concerning that one texture though, you're right. I'm going to work on the textures and edges, hopefully going for a result that will leave your macbook in a nicer condition . Thanks for the links, I guess I've seen those somewhere else... maybe DoD Forums, but I'm not all certain. Cheers, Albatros Quote
von*ferret Posted June 9, 2007 Report Posted June 9, 2007 A drawn layout is nice, but a blocked out version of what you're thinking will go miles beyond what a drawn picture can do. Quote
fonfa Posted June 9, 2007 Report Posted June 9, 2007 I think at the moment (if you stuck rigidly to the dimensions - make your layout into a texture and load it into hammer and enlarge it and use it as a blueprint dude thats so freaking smart! why havent i thought of that before? you just gotta draw your map on photoshop with the grid on! Quote
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