FMPONE Posted October 30, 2012 Report Posted October 30, 2012 Just ran around this in game... wow. Impressive Quote
Dennispls Posted October 31, 2012 Report Posted October 31, 2012 This looks ace! Love the lighting and the foliage. Quote
ElectroSheep Posted October 31, 2012 Author Report Posted October 31, 2012 I think our main problem here is because we are looking to make a remake with a lot from the original map. It's true now the first sewer area is not really usefull because it's hard for a terro to be at the middle before CT but this sewer was important in the original map because you can bring the hostages at the ct start when the middle is full of Terro. Firstly we will certainly looking by making all the sewer easier from access to really make it as a secondary powerfull path. Now it's not the case. For this, ct should be able to go into it faster. Quote
Vilham Posted October 31, 2012 Report Posted October 31, 2012 So as promised yesterday moroes. I enjoyed the map, it looked great but there is one problem I see with the layout and it may be why I don't remember ever playing the original siege. Below is a very simplified view of the map, the red line is effectively the mid point if both teams run to the centre and the centre is a little more open and defensive for the cts obviously. Basically the T's would actually probably win if they hung back and just defended their spawn, the Cts have to pass through the warehouse, they have no other option. That really confused me to start with, I assumed (as a T) there was another route even though I couldn't find it (I believe all the hostage maps have two routes to them). So my first suggestion would be to open the T sewer up at the T side of it and have a flood channel or something that comes out at the dock behind the hostages, that means two routes the CT's have the option of assaulting. The other suggestion to counter the T's having very little chance in the centre of the map is simply to find a way to reduce the transit to it by about 5-10 steps for T's. Maybe by doing as others have suggested and simplifying the T spawn. If I'm good and a CT with a rifle and I get to the van at the back of the centre area, I can kill anyone coming through the right door or up the ramp. Also I would keep the CT sewer, the round time was too short on our games, but if it had been longer its good to have two routes at their end to take the hostages back on, rather than having the T's flank and camp a single route to the CT spawn. Sorry if that's hard to understand, was a bit rushed typing it. Quote
ElectroSheep Posted October 31, 2012 Author Report Posted October 31, 2012 Thank you Vilham. It's true the timer was really short for this map. If a CT takes 30/40 second in a battle without moving, he hasn't a lot of chance to bring the hostages safe. Quote
ElectroSheep Posted October 31, 2012 Author Report Posted October 31, 2012 Ho, and this week end we were thinking a bout making another exit from the sewer to avoid the warehouse. We should take some time to think about it more. Quote
Puddy Posted October 31, 2012 Report Posted October 31, 2012 (edited) I would look at fixing other stuff first and then playtesting again to see if you still feel the same way. Having the warehouse function as a hub could work, but I'm not so sure about some other things (see my post on the last page). Edited October 31, 2012 by Puddy Quote
El Moroes Posted October 31, 2012 Report Posted October 31, 2012 Yup, thanks for your feedbacks, it's very useful for us ! As 3Dnj said, we'll have a good discussion on these points and make an update. More news soon guys Quote
Kedhrin Posted October 31, 2012 Report Posted October 31, 2012 I was too busy admiring the water to realize this is a siege remake :D:D:D:D:D:D:D:DD:D can you please make a version with apc so i can TK all night... so much fun was had.... Quote
Sentura Posted November 1, 2012 Report Posted November 1, 2012 another thing i vague remember from the original siege - in the later versions you only had to bring the hostages out to the first open area, not the entire way to ct spawn. it already feels like a really long way to get the hostages from, i think some thought into perhaps making them more accessible would be in order Quote
cincinnati Posted November 2, 2012 Report Posted November 2, 2012 ran around in this a couple of nights ago. didn't give the bots a go, so i don't know about gameplay, but it's looking great. i'm at -5 gmt and likely can't join you guys for tests. would you mind if i hosted this on my server? Quote
SOOPRcow Posted November 2, 2012 Report Posted November 2, 2012 (edited) While I haven't played a round in the map yet I did load it up and walk around it last night and had to log in and tell you I am genuinely impressed. I think N0TH1NG would be impressed as well. I actualy still have the orginal RMF file for siege as well (see http://sooprcow.com/...es/cs_siege.jpg) from when N0TH1NG passed away. If anyone knows how to get a hold of Euro*Brew I would love to talk to him to get permssion to release it to the world. I would also just love to talk to him, it's been a long time now Also, you should totaly do Docks next Edited November 2, 2012 by SOOPRcow Quote
ElectroSheep Posted November 13, 2012 Author Report Posted November 13, 2012 So I'm making a quick post for those who played the b1 version about the changes we made. We didn't made drastic changes in the way we want to keep the essence of the original siege (which is bad for a lot of people because of the type of gameplay it provide (camp)) but still : - Added beta radar and overview. - Added a new path in sewers in front of the ladder/elevator path. But still the lighting in this path is really wip and too dark (sorry for that) This make the sewers more reliable for CTs (you should use it !!). - Removed the red lighted corridor to make the gameplay here more simple. - We changed a bit the path between the T spawn and the warehouse to make it more smooth. - NO MORE ROTATING DOORS - Updated the main lighting. - Lot of visual updates for the best AND for the worst (take a look at the water transition in T spawn ) Also I took a lot of time into optimisation. It's probably not as good as official maps because the map is really open but It would be great if someone who have some framerate issue can say it Quote
El Moroes Posted November 13, 2012 Report Posted November 13, 2012 Again it was cool to see you on these 2 maps ! I have two screenshots of true killers ( ) : Psy 1 Quote
Pampers Posted November 13, 2012 Report Posted November 13, 2012 Siege was great, looks amazing. Quote
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