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Posted

To be fair, yeah, the outside section was inspired from hl2 but its not a direct copy of that area, it was just done to get to grips with that sort of look and theme. Im now working on trying to make it a bit more unique and look as run down as the indoor areas. The indoor sections are not based on anything Ive seen in hl2 however (if its there I dont remember it). It looks more like something you would see in max payne imo.

Thanks for the constructive feedback anyways :)

Posted

i think what people are trying to say when they say "it looks like hl2" is that there is nothing blatantly wrong with the map, but there isnt anything overly impressive either, "it looks like something ive seen already" ... so keep working on it, make it look less empty and give it your own !unf

Posted

dm_avalon anyone? That map was built with HL2 textures on the HL2 engine and it looks different. I don't have a big problem with hl2 textures, but one of those screenshots looks just too much like the first level in Source, when you just arrived in c17. Those buildings and trees, with that one thing (ack, name?) for children to play on. It all looks too much like it. I would like to see people move away a bit from the theme. It's all really well done, but the theme is already getting old. (although some of those corridors do look new to me, in a way)

I never said looking like HL2 was terrible. The map can still be entertaining.. its just not ever going to "WOW" me.

Posted

The screenshots look good, but they don't make me wanna play it,

It also seems to have a bit of the tides/chateau/havana/pirensi syndrome, all area's look to mutch alike what makes it confusing and harder to learn, expirience has shown players avoid these maps and leave servers for it.

Thats my honest opinion.

Posted

Ok done a beta:

http://www.mallosworld.co.uk/csmap/cs_b ... ory_b1.zip

Everything is in place but its quite rough in places. Ive been working on it pretty much everyday for the last 2 weeks or so and just felt a break was needed so I figured bringing all the sections together and getting out a beta was a good cutting off point while I have a few days off and do few other things.

Also included a nav file for bot play though dont expect it to work perfectly.

You may notice 1 glaring problem is the doorways, they are too small to fit more than 1 hostage at a time, so they end up blocking each other.

Posted

kee tried the map wif bots, liked the gameplay. but there is only one safetyzone? And on corridor for the CT to enter the building?

Btw i miss sum sounds inside, its too quit there.

  • 2 weeks later...
Posted

ive done beta 2 now:

http://www.mallosworld.co.uk/csmap/cs_b ... ory_b2.zip

This is as polished up as I am likely to take it now, just gonna put this beta out and see if anyone has any final suggestions. Some of the key changes besides obvious polishing and detailing include:

-The doors are wider and thats pretty much fixed any problems the bots were having.

-Added the 2nd route for the cts to take when they spawn.

-The gap between the stairway is wider so you can now jump down it.

-Changed shape of corridor on the top floor so its less of a sniper trap

-Added more sounds

If anyone has a server and would like to give it a test with some peeps sometime that would be much appreciated.

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