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
>>
>> ****************************************
>>
>>
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>>
>>     
>                                         
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