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Posted (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

 

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Edited by neptune
Posted

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!

Posted (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 by neptune
Posted

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.

 


 

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Posted
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:Image result for crossfire half life

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.

Posted
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:Image result for crossfire half life

Hmm you re right. I already preparing next update and i took note about this issue and i ll fix it.

Posted

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.

Posted (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

Image result for doom 1

Also here is real concrete wearing:
 

Spoiler

 

Image result for old concrete wall

Image result for old concrete wallImage result for old concrete wall

 

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 by Interfearance

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