that is a well written and completely true statement. CS:S maps are supposed to be very simple and elegant, not large and confusing. And they should certainly be a little bit predictable, rather than being random.
----- Original Message ----- From: ics <[email protected]> Date: Saturday, November 28, 2009 6:23 pm Subject: Re: [hlmappers] New CS:Source map with dynamic paths To: Discussion of Half-Life Mapping <[email protected]> > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
