neptune Posted April 17, 2019 Report Posted April 17, 2019 (edited) Hi everyone, This map is remake version of Half-Life Crossfire. Firstly I released this map in 2015 and I updated regularly. Now I changed whole map design and details but i protect map's main lines. The map's story goes through after the test chamber accident time. Map support Competitive, ,Casual, Wingman, Deathmatch and Custom game mod, Custom game mod is basic Half - Life Deathmatch mod without turret and HLDM weapons. Nuke button, lifts, secret room, etc. still have and improved. Only nuke button blocked Competitive, Casual, Wingman game mod. Here workshop page --> Crossfire Custom Deathmatch Gameplay Details Total game time limit is 20 minutes. All players default start weapon is Glock and Knife. Grenade carry limit is 5. Healthshot carry limit is 1. Friendly fire is on and all player is enemy. Weapon and grenade can't drop after die. All weapon and items on ground. Map have 4 resupply point. 2 resupply point on left CT Spawn 2 resupply point on right CT Spawn. Weapons and Item Lists Revolver XM1014 Healthshot M4A4 M249 Armor MP5-SD Nova Health Charger AWP HE Grenade Low Jump Module(just change gravity) FAMAS Flashbang AUG Incendiary Grenade P90 Decoy Grenade SSG-07 Smoke Grenade Desert Eagle Sensor Grenade Edited April 17, 2019 by neptune TECHNICKER, CuervoSp, Freaky_Banana and 4 others 3 4 Quote
Roald Posted April 17, 2019 Report Posted April 17, 2019 Looks really awesome. I just think the big yellow nuke prop (crane) on the 2nd and 3rd screenshot is out of place and taking in too much space, better get rid of it. I guess empty space can be a good thing and creates some more calmness, the scene there looks busy enough already. Not sure if the CS:GO competetive mode would really workout based on the overview, but it sure looks fun for the HL and DM mode! TECHNICKER and neptune 2 Quote
neptune Posted April 17, 2019 Author Report Posted April 17, 2019 (edited) 13 minutes ago, Roald said: Looks really awesome. I just think the big yellow nuke prop (crane) on the 2nd and 3rd screenshot is out of place and taking in too much space, better get rid of it. I guess empty space can be a good thing and creates some more calmness, the scene there looks busy enough already. Not sure if the CS:GO competetive mode would really workout based on the overview, but it sure looks fun for the HL and DM mode! Thank you for your comment. I will remove this crane. I just added Competitive mode for playable option but Wingman mode is very fun and map design very convenient. Edited April 17, 2019 by neptune Quote
neptune Posted April 24, 2019 Author Report Posted April 24, 2019 Map updated. -Optimization improved -Some texture's reflection revised. - Map now supporting HDR and LDR lighting. -Some place's inside lighting revised. -Courtyard's crane removed. -Little office balcony's critical bug fixed. -Added new custom models. - Added new 4 unique texture. -Some place inside redesign. -Phone soundfx changed. -Plume smoke effect texture and animation rebuild now more realistic. -Radar updated. -Some bugs fixed. If you have any advice please write to me. Gawshaark, Freaky_Banana, blackdog and 1 other 2 2 Quote
blackdog Posted April 25, 2019 Report Posted April 25, 2019 The “rusty” wall textures in the last shot are too much, the room looks way off being a mix of clean and dirty textures. I imagine you want to go toward the abandoned site look, but I’d tone down those walls as they are really noisy and get in your face Interfearance and neptune 2 Quote
neptune Posted April 25, 2019 Author Report Posted April 25, 2019 @blackdog I understand . I started redesign these plaster textures and I will share the result. Interfearance 1 Quote
blackdog Posted April 25, 2019 Report Posted April 25, 2019 For me it doesn’t work, there’s a stark contrast between a newly looking ceiling and the walls. esspho and neptune 2 Quote
neptune Posted April 25, 2019 Author Report Posted April 25, 2019 @blackdog I forgot to change ceiling texture. It is final result. Quote
Interfearance Posted April 26, 2019 Report Posted April 26, 2019 Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity: neptune and blackdog 2 Quote
TECHNICKER Posted April 26, 2019 Report Posted April 26, 2019 36 minutes ago, Interfearance said: Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity: Hm, I actually think that the strong side of this one is the colorfulness and "live" brought with the remake and I like quite a lot how it looks. Interfearance 1 Quote
neptune Posted April 26, 2019 Author Report Posted April 26, 2019 5 hours ago, Interfearance said: Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity: Hmm you re right. I already preparing next update and i took note about this issue and i ll fix it. Interfearance 1 Quote
fewseb Posted April 27, 2019 Report Posted April 27, 2019 Does it really matter if its too noisy? Its not like anyone whos going to play it is going to be ultra-competitive, its half-life deathmatch for csgo, if he wants to like nice and worn down like Black Mesa, let him, too much uniformity is unnatural with concrete installations in the middle of a desert. The textures could be better sure, but this isnt a competitive map, its a fun side project and that means it doesnt have to have ultra-clean near white walls like every other "competetive" map that has come out in the past 3 years. neptune, Gawshaark, Serialmapper and 1 other 4 Quote
Interfearance Posted April 27, 2019 Report Posted April 27, 2019 (edited) @fewseb I mean many maps from 3 years ago had this kinda heterogeneous grunge art style, apart from many half life maps. Also concrete doesn't rust from the corners and is rarely brown underneath so it looks off whatever the goal is. Lastly the light fixture and door are still perfectly new. Noisy isn't all about competitive gameplay, it can detract from gameplay experience by making everything seem claustrophobic, especially when it is uniformly noisy like this. Doom doesn't overdo it too much, and compensates by room size (and its obv not a competitive game). Also note that doom didn't have good textures but had an atmosphere: Spoiler Also here is real concrete wearing: Spoiler I mean Neptune definitely established an interesting vibe, and it is evidently working outside because it doesn't feel like a clusterfuck. It also makes sense for those areas to be more torn up due to weather damage if you want to get all technical. Edited April 27, 2019 by Interfearance TECHNICKER and neptune 2 Quote
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