In my experience, a standard css player calls any map shit if there are more than 2 routes to a bombsite, or he has to go around 3 corners to get into the bombsite. If this isn't possible, the map is too complex and utter shit. Now, while we all do not agree, i have to agree with that profile when map changes. This is ok for singleplayer or L4D style multiplayer where you go from A to B only but for example in CSS, you go from X or Y to A or B and all around the map. If you go and close some routes depending on player count, it breaks the maps playability. People keep wondering why i can't go here while i could do it last round. Cs_havana is a good example. While it's very old map, people still don't get it. They don't know what routes are open and what not, as the layout is pretty much random.
Granted, when people learn the map and how it plays out, it might be ok but for some random player, it's just plain chaos and they really rather skip to next server and another map than stay and learn it out. For this map, i really think you should have pakrated all the files into the bsp and not have left them separate. I know the reasons why you (shawn, the mapper) left them out as i had a look at the making of. Some server admins don't include anything other than the nav of bsp into their servers or even use a separate download host, which would speed up the downloads. You seem to have also some materials that could have been compressed to get smaller filesize. The map currently is pretty hefty download with all the custom stuff in it. I predict not too large audience for it. I didn't try it out much but i got lost few times in it. -ics Nathan Voge kirjoitti: > Interesting idea. I have not tried the map, however I like the idea of > changing the map to accommodate different player amounts. This is always > something I run into on the server I play on when fluctuates with players. > Many times normally great maps simply suck because there are not the right > number of players to support the map size. This is an idea I would really > like to see used more often... including official *cough*Valve*cough* maps. > > > >> From: [email protected] >> To: [email protected] >> Date: Tue, 24 Nov 2009 16:55:18 -0500 >> Subject: [hlmappers] New CS:Source map with dynamic paths >> >> I wanted to share with others here my latest work. I made several maps for >> CS 1.6 in years past. I turned to Source a year back and this is my first >> Source release. >> >> Downloads and screenshots are at: >> >> http://www.fpsbanana.com/maps/117473 >> >> The download includes two maps: de_tension and ww_de_tension. They are >> nearly identical with the exception explained below. >> >> One of the unique things about ww_de_tension is that the layout changes at >> the beginning of each round if the number of players on the server goes >> above or below certain thresholds. >> >> For a discussion of the making of the map, go to >> http://www.shawnolson.net/a/1453/new-cssource-map-de_tension.html >> >> While there are flaws with the map, I am exceptionally happy with how it >> turned out considering it was the first map I made for source that included >> my own custom models, sounds, soundscapes and detail props. >> ________________________ >> Shawn Olson >> www.shawnolson.net >> >> **************************************** >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
