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Deuce
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cs_reloaded_b2 Feedback
« on: November 28, 2003, 08:54:09 PM »
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porter forgot to unlock the post, so leave all feedback here please 

Porter says:
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My bad. We'll use this one instead I guess. Well, we've finished another playtest! And once again, we'd love to hear what you think. This thread is specifically for cs_reloaded_b2, so please restrict your comments to this version of the map. We have a thread started for the older _b1 here.

Also, I'd like to remind everybody that constructive criticism is highly preferable (and tons more helpful) that simply saying, "man does that map suck." You're welcome to feel that way, and we'd actually love to hear that (so our developers can fix it), but we really need to know why you think it sucks. It's always nice to hear, "you rock!" though, so feel free to leave your comments at that if you can't think of anything else to say.
« Last Edit: November 29, 2003, 12:38:19 AM by Porter » Logged




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Re:feedback for cs_reloaded_b2
« Reply #1 on: November 28, 2003, 08:57:44 PM »
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as much as we like comments like "your map rules" and such, what is more important is describing what you like about the map, what you think needs to be changed, ect.

we dont mind if you think the map sucks, just explain why 
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Re:feedback for cs_reloaded_b2
« Reply #2 on: November 28, 2003, 09:02:34 PM »
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Way to go porter 

I think the b2 went well except we didn't have that big a turn out. Only a few things I didn't like. 1) The small and obscure rescue point. Another one by the garage would be nice. 2) In the beginning, when it was 3v3 or smaller, the map seemed way to big and the CTs could easily rescue hosties without firing a shot. 3) In the upstair of the garage the windows  overlooking the path to T spawn (the really small thin ones)should be enlarged. Really minor thing but would be cool. 4) And I'd like to see how the map would play out with awp and shield. 

All and all it was very nice. Keep up the good work!
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Re:feedback for cs_reloaded_b2
« Reply #3 on: November 28, 2003, 10:09:32 PM »
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Yes indeed a very well done map. Just a couple of questions.
1) Why have only 2 hosties?

2) When you are ct do you always take damage jumping from the window or is it just me... lol
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Re:cs_reloaded_b2 Feedback
« Reply #4 on: November 29, 2003, 09:10:05 AM »
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If you only fall through the window and not jump then you won't take damage.

The reason there are only 2 hosties is two-fold. One, it makes it easier to navigate with only 2, and second, the more hosties, the more money the CT's accumulate over time.

We had a 5 v 5 going for a while, and the gameplay improoved dramatically during that time. Anything 4 v 4 and under and the map is simply too spread out. I agree that a 2nd rescue point is needed, and I think Deuce already had a suggestion in-game of where to put one. This is by no means the final version of the map, and I'm sure many things will change between now and then.

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Re:cs_reloaded_b2 Feedback
« Reply #5 on: November 29, 2003, 09:47:59 AM »
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alrighty. now that my neck has gained feeling again after 3 hours of playing..here are my thoughts:

  • while 4v4 and under was small for the size of the map, i think that it was still managable. ct's had the bigger advantage. the game did manage to pick up to a 8v8, and after awhile, it seemed that both sides were relatively even. right now i'm tryin to decide if there are two rescue zones, would that promote more camping between the rescue areas?
  • the stairs going into the main building route are very hard to navigate with hosties. thus it was ignored most of the time. it seemed that the popular route was the garage side route...though every route got its share of traveling. right now i think the layout of the map is great..gj grounded
  • justboy and xfactor manage to figure out a couple high level sniping areas in the t spawn..which i think is great, because i was going to suggest adding one anyway.
  • ***IMPORTANT***: Hostage Killing Penalty needs to be higher or GONE for this map. i was kicked every 20 minutes
  • the curved roads are really cool..just thought i'd say that again 

and now for my list of ideas and suggestions:

  • some areas have a visual problem where you cant see the wall in the far distance. most noticable is the t spawn area, that the two curved road areas. i think the curved road area can be solved by getting rid of the grass area, and raising the walls of the curved road. i have another idea for the t spawn area, but that would involve drawing another picture. anyways..that wasnt important for playtesting..but id thought id throw those ideas now
  • many people said forklift should be drivable, and elavator lift at ct spawn should work.

and thirdly, for the next play test..i already have it set up with porter, but i want grounded's and slights opinion: should ff and awp be enabled for testing?
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Re:cs_reloaded_b2 Feedback
« Reply #6 on: November 29, 2003, 10:30:22 AM »
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I can change the hostage penalty, but if you take it out, it won't take people long to learn that all they have to do is kill the two hostages to turn the map into an fy free-for-all. I wanted players to know that wasn't going to fly. Tell me what to change it to and I'll set it up though.

Drivable vehicles ruin a map in my opinion. It shifts all the focus from playing the game and enjoying a well designed map to driving around trying to squish people. Leave the forklift as it is, or take it out entirely. I do agree that the elevator should work though-- it would be nice to have another way back up to the second level of the CT spawn building without having to go out and around to the ladder and catwalk. Not that we should be encouraging CT camping though. Hrm.
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Re:cs_reloaded_b2 Feedback
« Reply #7 on: November 29, 2003, 02:59:13 PM »
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Well I loved the map it•s just I got lost more then 3 times 

Well have to play it more to get to know it 
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Re:cs_reloaded_b2 Feedback
« Reply #8 on: November 29, 2003, 07:32:48 PM »
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Cool map only things are.

-T's can rush you very easily and if they break one side then they have everyone flanked.

-Very dark map.  Hard or impossible to see cts on bridges and such. 

-Current layout encourages camping.  Lots of "sniping" positions and the one rescue point encourages camping.

-Can't strafe when you have hosties.   
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Re:cs_reloaded_b2 Feedback
« Reply #9 on: November 29, 2003, 09:12:42 PM »
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Quote from: Porter on November 29, 2003, 10:30:22 AM
I do agree that the elevator should work though-- it would be nice to have another way back up to the second level of the CT spawn building without having to go out and around to the ladder and catwalk. Not that we should be encouraging CT camping though. Hrm.

Camping?  Maybee.  But I think the elevator or maybee even a ladder would be nice, especially when you get menuselect 10, but don't realize it untill you already dropped down without ammo or armour.

Also, since noone else ended up posting the door noise suggestion yet, I figure I will.  I think if there were to be noisy doors, it would be nice to have them in the reception desk room thinger...I know there's plusses and minuses to having them noisy but it's just a suggestion.

Besides that, you people have put together a very nice map.  Everything looks good, (I too liked the round road things ) and I figured routes out quite quickly and easily.  I can't wait to play this map some more

A.J.

EDIT:  Actually, now that I think of it, there is one thing I never did figure out.  (Even after an hour of playing during todays playtest), I never could find that hossie rescue point...  Maybee some route labels would be handy, like in that map with the big castle and the sundial...  You know, de_piranha or whatever it is.
« Last Edit: November 29, 2003, 09:17:50 PM by TBH.Primerz0rz » Logged


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Re:cs_reloaded_b2 Feedback
« Reply #10 on: November 30, 2003, 07:29:42 AM »
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The map you're thinking of is de_piriniaisia. 

I like the map.  The fact that it was dark did make it hard to see but then it's a night map so I can deal with the fact that it's hard to see at night. 

The rescue point did get camped by Ts a lot cos there were some cool camp spots if 2 ppl boosted.  But camping happens on any cs_ map.

It's a wide map with lots of space to manouvre and lots of routes so splitting into teams and attempted decoying as CT is cool. 

I like it a lot. 

The problem with it now is that it is so good people begin to compare it to official pro maps and you have to keep raising your standards.

Well done Gorndead, Dooze and SwipeChaste.
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Re:cs_reloaded_b2 Feedback
« Reply #11 on: November 30, 2003, 07:43:59 AM »
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Well after a good little while playing, what struck me was how well this map takes to having lots of people playing.

I firstly want to say what a nice job everyone has done building it.

My suggestions are:
1. There is a place on the map where the far walls disappear, when you look from far away - which would need solving..
2. Hardly any CT (except me) was using the route through the Lower garage floor, I was wondering if we could do with reducing the number of routes to the rescue zone, ie. removing in some way the alleyway between the garage building and the building next to it - therefore promoting a more definitive route...
3. Hosties - Why do they start underneath the CT's.... Wouldnt it be better if they had to "rescue" the hosties from another part of the map? In the playtest the CTs sometimes forgot to take the hosties anywhere.
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Re:cs_reloaded_b2 Feedback
« Reply #12 on: November 30, 2003, 08:18:38 AM »
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thanks a lot for your kind comments -Hug- JustBoys

if we added another rescue area where i suggested, that would make the lower route to the garage more used since it is the shortest route there

hostages start underneath the cts because we wanted to try a different style of playing where the ct;s have to escort the hosties to the rescue..sorta like an as_map but where the vips are hosties.
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Re:cs_reloaded_b2 Feedback
« Reply #13 on: November 30, 2003, 10:43:25 AM »
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Right, let's see...

- Brightness: I can up the brightness of the light_environment a few notches and see if that helps.
- Elevator at CT spawn: I can make it usable no bother, I just had too much to do to get the map ready this time round. Good point that they might want to go back for armour etc.
- Hossies not climbing stairs: Tried my best to fix this - might have to make the stairs less steep or something.
- Layout encouraging camping: The idea is for the CTs to lead the hossies through the line of the Ts and so it's perfectly reasonable for the Ts to camp (although perhaps not quite so nefariously ).
- Position of rescue point: I thought most people would assume that the rescue point was T spawn! If the txt file hadn't been devoted to playtest stuff I would have said something like 'get the hossies to the main gate' or something.
- 2nd rescue point: Not sure what effect this would have. On one hand it might make it even easier for CTs to rush with hossies and on the other it might encourage Ts to spread themselves out a bit more... We can certainly try it.
- Things in the distance disappearing: This is simply a variable called 'max_viewable_distance' which can easily be upped, I just didn't do it this compile
- Damage from falling through window: Someone already mentioned this but you need to shoot out the window and walk through
- Driveable forklift: As tempting as it sounds, I think it would be too much of a distraction.
- Unmarked hossie rescue zone: I'll slap a big white decal on the floor next compile

In case anyone didn't notice, I missed the second playtest This was due to be utterly wiped after fully dominating lots of teams at indoor hockey. I think we should schedule another test for this week - either with the same bsp or with a slightly modified one to fix as many of the above errors as possible.

Thanks to everyone who turned up
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Re:cs_reloaded_b2 Feedback
« Reply #14 on: November 30, 2003, 11:07:51 AM »
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I think everything went well. I can't think of any suggestions that haven't already been mentioned.

The CTs "forgetting" the hosties was a frequent problem. I'm not sure what the best way to solve it would be. I think if they were easier to get to the CTs would have more incentive to grab them. Right now going for the hostages increases the time it takes for you to leave spawn a LOT, and gives the Ts a big jump on you. I suppose teamwork on the CT side would help-- if half the team started setting up a perimeter while a couple others grabbed the hosties would work, but teamwork is something that's been lacking from CS a lot for a while now.

That's all I got.
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Re:cs_reloaded_b2 Feedback
« Reply #15 on: November 30, 2003, 01:05:38 PM »
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If anyone has any suggestions on how to make it easier for the CTs to get the hossies at the start, chime in
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Re:cs_reloaded_b2 Feedback
« Reply #16 on: November 30, 2003, 01:06:55 PM »
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while making it easier for the ct's to get the hosties..i think its more important to slow down the t's. otherwise battles will happen rather quickly like in b1
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Re:cs_reloaded_b2 Feedback
« Reply #17 on: November 30, 2003, 02:54:49 PM »
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Sorry I'm a little late

All in all i really liked the map.. that is once i new where to go, like where the hostie rescue point was.

-i liked the inside of the office/wearhouse part of the map.

-Did not like how to get down from CT spawn and to get to hostiges. Maybe by adding an elevator there would be TIGHT!!

- also i thought the map was too dark

-battles were to much in the begining while being a CT

GG +karma  Slight, Grounded, Deuce, Porter  . GJ guys

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Re:cs_reloaded_b2 Feedback
« Reply #18 on: December 01, 2003, 10:37:37 AM »
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Quote from: Grounded on November 30, 2003, 10:43:25 AM
- Position of rescue point: I thought most people would assume that the rescue point was T spawn! If the txt file hadn't been devoted to playtest stuff I would have said something like 'get the hossies to the main gate' or something.


my advice is that if you want people to play this map you need to help them to understand what are objectives , yes a text file will be helpful but also i suggest to include some visual elements like signs pointing to the rescue zone , when i joined the T side for the first time i was complete clueless , didnt knew what to do .

On the other hand  the map looks good to me, i want to try it  with some hot chiks as hostages 

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Re:cs_reloaded_b2 Feedback
« Reply #19 on: December 01, 2003, 11:19:32 AM »
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Although I do think we should put some sort of hint in the map as to where the rescue point is, the fact remains that with every new map you must learn the various routes. After playing dust a few times you don't need anyone to tell you where the bomb points are, for instance. Having said that you're right, most of the official maps have some sort of direction system in place and we will do something about it. One reason it wasn't included is because we'd have had to make some sign textures
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Re:cs_reloaded_b2 Feedback
« Reply #20 on: December 01, 2003, 11:42:57 AM »
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I think that it encourages camping in these ways.  The t's can get ontop of the ct's right away.  This makes the cts not want to rush out into the open because if the cts lose a flank then they are done. 

The T's again get to all the positions very quickly where the cts have to drop down run, get hosties, and go on a "good" route.  So they T's can get positions and camp them.  Like a door and if the ct's can't get through the door on their route then again they will be flanked and destroyed.  This is what I saw as a CT. 

The darkness too.  Someone can just hide in areas with a scoped gun and can often kill people before they are noticed or people won't even notice them.  I noticed this while awping. 

I think if the t's and ct's met more close to half way it would be better. 
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Re:cs_reloaded_b2 Feedback
« Reply #21 on: December 01, 2003, 12:04:26 PM »
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I think we could throw some 'evacuation route' signs in various spots to help with navigation, and maybe even have a big ass map in the CT spawn that outlines some of the routes available.

I also thought of another idea for keeping the T's from rushing. The CT's should have a control panel that they can use to shut off some of the lights on various routes, if they want to. Example, CT's pull a lever and shut off the lights outside the garage by the vans, making it harder for the T's to navigate, and preventing an all out rush by the T's.

Of course, this might end up being abused, but I think it would add a neat bit of strategy. CT's could buy nightvision, and shut the lights off on the route that they want to take, or they could turn off the lights on the opposite route that they take to hopefully keep the T's from rushing.

thoughts?

slight
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Re:cs_reloaded_b2 Feedback
« Reply #22 on: December 01, 2003, 12:40:41 PM »
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Nittany - do you think it would help if half the CTs started on the roof and the other half on the warehouse floor?

slight - that is a sweet idea. We could put an electrical box on the roof with a couple of levers/switches and have some cables hanging between the various buildings. I don't think it would be abused - look at the sewers in militia for instance.
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Re:cs_reloaded_b2 Feedback
« Reply #23 on: December 01, 2003, 12:49:40 PM »
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Either start them half and half, or maybe put the Hosties on the gantry just below the roof, so that as a CT I can get to them quicker. The frustrating thing as a CT was that when the round started if I was on the roof it took about 8 seconds to jump down and get the hosties, by which time my team was long gone. It could also help to put the hosties in a position that I would have to run by anyway in order to get them.  If you put them right by the garage doors heading out of CT spawn then I would have to run by them anyway, and this is better than having to back track as it is set up now. Put the hosties as close together as possible too, so that I can snatch them both at almost the same time.

I think putting an electrical box somewhere would be cool. We can set it so that it can be used (on off) or shot (off) and maybe have some sparks flying out of it.


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Re:cs_reloaded_b2 Feedback
« Reply #24 on: December 01, 2003, 12:57:43 PM »
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Ah, I love needlessly complicated entity work I made a ka map ages ago with rain that splashed in the water and stuff - every time someone died the sky flashed white, a lightning bolt came down and sparks and electricity surrounded a junction box for a few seconds. I was quite proud of that
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Re:cs_reloaded_b2 Feedback
« Reply #25 on: December 01, 2003, 01:05:26 PM »
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Didn't we all?

My first map had a large screen TV that played static, and even gave off a fluctuation glow. When you shot it, individual pieces of glass would break, and the t.v would blow up, leaving nothing but a smoking box with sparks galore. Whole thing took about 200 w_poly and god knows how many entities.

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Re:cs_reloaded_b2 Feedback
« Reply #26 on: December 01, 2003, 01:57:51 PM »
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Forgot to mention in my first post...but security cameras should be added like in assualt, militia, either for the computer in the lobby or in the upstairs office of the warehouse building.  They could cover the routes to the t spawn. Maybe, I'm just throwing this stuff out there.

PS: Really enjoyed the playtest with FF and AWP, keep up the good work.
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Re:cs_reloaded_b2 Feedback
« Reply #27 on: December 01, 2003, 02:03:26 PM »
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slight - before we started this I had a nice little concept map going that I haven't had a chance to finish...maybe I'll get back to it at some point.

Surgeon - yeah cameras have already been mentioned and will be included somewhere
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Re:cs_reloaded_b2 Feedback
« Reply #28 on: December 02, 2003, 12:31:12 AM »
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Ooo! The other huge benefit to having cameras on both the "CT side" and the "T side" of the map is that it would greatly help games that have a low number of players. It's TONS easier to finish a round off when it's 2 vs 1 or 2 vs 3 (etc) if you can pinpoint where the enemy is ahead of time. That way you don't have to run around forever checking every nook and cranny for that last opponent. Like I said, I think cameras would make small games much more enjoyable and managable, and would silence some of the complaints people had about the map being "too big."
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Re:cs_reloaded_b2 Feedback
« Reply #29 on: December 02, 2003, 05:49:57 AM »
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The other thing with the map being 'too big' is that it only feels that way if you don't know where you're going. I'm sure the two spawns on dust are further apart than in our map but since everyone knows where to go they can always run the shortest route.
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Re:cs_reloaded_b2 Feedback
« Reply #30 on: December 02, 2003, 07:01:59 AM »
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while the discussion of trying to help out the cts being completely rushed is important..another issue needs to be addressed..the fact that the ct's own in small games

me and someone else played against tenshi and xfactor. i was a terrorist. despite the fact that i always own them, it was obvious they had the advantage throughout the game (though on a funny note..i went from 0-9 to 11-11 after i started using the awp..all but a few of the kills being on xfactor )

so while adding another rescue point will help the cts in big game so they have more options to go.. it will just cripple the t's even more for small games.

though that was interesting..and should probably be discussed before adding a new rescue zone
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Re:cs_reloaded_b2 Feedback
« Reply #31 on: December 02, 2003, 07:10:23 AM »
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The biggest thing I noticed as a T at first was that routes east to west (I think of CT spawn and T spawn being north/south of eachother) were hard to find. On small games as a T I had to commit to one route, and if I was wrong it was not immediately apparent how to get to the other routes quickly to cover them. I think with continued play, people will start to find ALL of the routes, and backtracking and covering a route as a T will become easier and more intuitive.

slight
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Re:cs_reloaded_b2 Feedback
« Reply #32 on: December 02, 2003, 07:11:52 AM »
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i also think with a near-perfect map design in place, it might be a good idea to start a thread of easter egg suggestions. this way people who want to contribute to the map and the theme of the csr community can suggest different ways to incorpate themselves or others into the map. (like tenshi on the lobby computer)

i can almost hear it coming so i'll reply now

Grounded says:
Quote:
we should wait till the end of the map making blah blah something something justboy owns me

since the next major step for the map is the texture making, i think its time to start up a thread about it. that way there will be a big resource of ideas. or something like that. we could also show an example of what kind of ideas we want.

thoughts? opinions?
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Re:cs_reloaded_b2 Feedback
« Reply #33 on: December 02, 2003, 07:13:45 AM »
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I agree. I think waiting too long on easter egg ideas could be bad. I have always said that incorporating them as we go is best.

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Re:cs_reloaded_b2 Feedback
« Reply #34 on: December 02, 2003, 07:15:20 AM »
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all i need is grounded's approval, and i'll start a thread about it
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Re:cs_reloaded_b2 Feedback
« Reply #35 on: December 02, 2003, 07:16:38 AM »
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sounds good to me.

BTW, Justboy owns you.

slight
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Re:cs_reloaded_b2 Feedback
« Reply #36 on: December 02, 2003, 09:01:33 AM »
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LOL.

I think we should have a massive easter egg under the garage.  Just copy and paste ka_rainstorm under there and it would be leet0x!  That's G's map with the excess entity work I think.

Ideas for things to put on easter eggs:

Justboy = Haxboy

We love Justboy

Justboy is very attractive

Grounded has a beard

Whatever happened to P5-133XL?

Kekekekeke ^_^


Things not to put on easter eggs:

Deuce owns you

Deuce = leet

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Re:cs_reloaded_b2 Feedback
« Reply #37 on: December 02, 2003, 09:35:05 AM »
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Actually, I was thinking of putting P5 in the lobby. I was going to make an old looking destop computer with the monitor sitting on top of it, and the label on the computer would be P5-133XL.

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Re:cs_reloaded_b2 Feedback
« Reply #38 on: December 02, 2003, 09:58:37 AM »
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Go on then - you've pushed me long enough and now I cave Remember I want these to be SUBTLE. Understand?
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Re:cs_reloaded_b2 Feedback
« Reply #39 on: December 02, 2003, 10:25:29 AM »
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Subtle's good..... I like subtle.....

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Re:cs_reloaded_b2 Feedback
« Reply #40 on: December 02, 2003, 11:06:18 AM »
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subtle:









i'll make a news post thingie about it once i'm done classes. until then everyone save their ideas
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Re:cs_reloaded_b2 Feedback
« Reply #41 on: December 02, 2003, 11:58:09 AM »
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The first 3 are fine but the last one isn't quite the same - it's a credit and doesn't really make any effort to blend in or give a reason for being there. The others are more...incidental if that makes sense.

There is actually some scope for bigger things in the map. For instance, I was thinking of putting 2 big billboards on the walls of the two buildings outside the fence on the far west of the map. They would be like adverts for the imaginary companies occupying those buildings and could be a nice chance to add some colour/textural detail as well as namechecking people in the process.
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Re:cs_reloaded_b2 Feedback
« Reply #42 on: December 02, 2003, 12:50:04 PM »
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One can be for a vaccum company called, [insert name here] Sux.



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Re:cs_reloaded_b2 Feedback
« Reply #43 on: December 02, 2003, 01:04:17 PM »
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Quote from: slightcrazed on December 02, 2003, 12:50:04 PM
One can be for a vaccum company called, [insert name here] Sux.



slight

i'd nominate a clan, but i'm already in enough trouble with them >_<
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Re:cs_reloaded_b2 Feedback
« Reply #44 on: December 02, 2003, 01:28:26 PM »
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But I'm not.  Team-Holy? Maybe I am now.
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Re:cs_reloaded_b2 Feedback
« Reply #45 on: December 02, 2003, 01:40:09 PM »
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ooo...right in the mean bean machine.
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Re:cs_reloaded_b2 Feedback
« Reply #46 on: December 02, 2003, 07:33:56 PM »
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Well, I'd say the argument for the AWP stands, I was able to  out snipe deuce using my scout when he had an awp, even though it took me two shots to kill, when i probably would have taken one with an awp.  It just gives people more of a fighting chance when you're using an scout.

I SO agree with slight that not all the ideas of going from one route to the other (from a T perspective) make sense/ are clear.  I'm never sure which doors I can, and cannot go through. 

The current rescue zone doesn't seem obvious.  Maybe move the guard rail back alittle so you a CT can actually like walk "out" that way...does that make sense?

Finally, most of your sniper perchs seem kind of "after the fact".  It's like, I'd want to be looking a different direction or something.

Tenshi
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Re:cs_reloaded_b2 Feedback
« Reply #47 on: December 02, 2003, 11:46:57 PM »
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Ok, this is my first post as you have probably noticed. I've been playing on CSR fairly regularly for about 2 months and it is by far the best server around for one singular reason: no jerks. oh, and no AWP. enough with the brown nosing.

I'd just like to put my two cents in about the map.

I forget the score of the game last night but i think it ended up with the score in the ballpark of 38-20 for the CT's. This was with the server nearly full for a good chunk of the time and about 6 on 6 for awhile too. The Ct's won somewhat overwhelmingly in rounds,  but the kills were about even for each team. I'd have to say thats evidence of a pretty big imbalance even for the bigger games.

Besides the problems with the rescuing of the hosties, other reason which make the level imbalanced, in my humble opinon of course,  is twofold, 1) its a dark map and the CT's are downright hard to see at a distance 2) the CT's start off with easy access to some pretty good sniping spots so if the T's get agressive, they get dead quickly

My next comment may seem a bit radical, possibly a bit too radical for you hard working mappers, but i am going to say it anyway. The map would make a pretty dope bombing map. I know that would mess up the snazzy cs_reloaded name and there isnt enough quality rescue maps out there, but I just dont believe the map is 'intimate' enough for a good rescue map. (I'd say thats what makes cs_office and cs_militia fun).  As for good bomb locations. theres probably a half a dozen good ones that might work and it would probably take a bit of experimentation to get a good mix. perhaps further though should be put into that. any ideas?


After having played it for almost 3 hours now, i'd have to say that its a damn fun map as it stands and can only get better from here. Awesome map guys.

Terraji
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Re:cs_reloaded_b2 Feedback
« Reply #48 on: December 03, 2003, 12:19:28 AM »
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I'd like to say that what I played tonight was a HUGE improvement over the first beta that I played. 

Some of the things right off the top of my head that I feel were fantastic aspects of the map were:

- The curved ramps were just neat-o
- The variety of routes
- The variety of firefights in which one can get

Overall I felt that I could any weapon and at SOME place on the map it would be useful.  Also, the variety of routes is very impressive.  While this can be a bit of a double-edged sword I thought they were well done. 

The only complaint I can think of is that the stairs by the loading docks weren't very hostie friendly.  Several times I saw hosties get caught up on the stairs and CT's had to run back and fiddle with them to get them to come with. 

Other than that I thought that map was fantastic.  I wish I had more specific feedback for you guys but my brain isn't in the best of conditions at this point in time.  Hopefully it's still sufficient for you though.
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Re:cs_reloaded_b2 Feedback
« Reply #49 on: December 03, 2003, 04:48:13 AM »
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So was there an unplanned playtest last night then?

Terraji - first off, thanks for taking the time to post It's quite strange that you found the CTs to have an advantage because others posted from the earlier playtest saying they thought the Ts had a huge advantage! Either way, you're right - it is a little unbalanced at the moment. We did actually talk about doing a bomb map before but I think we decided we'd rather try and preserve the cs_reloaded name, like you said

Phoenix - the stairs problem was something I was wrestling with right up until the playtest. Originally they wouldn't climb the stairs at all so when I managed to get them to climb them (even slowly) I just took what I could get! This will be fixed for the next edition.
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Re:cs_reloaded_b2 Feedback
« Reply #50 on: December 03, 2003, 08:29:34 AM »
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Quote from: Grounded on December 03, 2003, 04:48:13 AM
So was there an unplanned playtest last night then?

not only was it unplanned, it was a pain in the ass to start up! first ribs didnt want to play it because he didnt have the map downloaded. so when he left game for a moment, i tried to convince the rest of the game to switch to cs_reloaded_b2 and they refused. so then i threatened them with cs_estate. needless to say we were playing cs_reloaded 5 minutes later.

it was quite odd this time..because as Terraji said, the kill counts were very even, but the ct's had a bigger lead. during this playtest it really seemed that the ct's had the advantage the entire time.
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Re:cs_reloaded_b2 Feedback
« Reply #51 on: December 03, 2003, 08:54:40 AM »
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I think that looking at one playtest and saying 'the CT have an advantage' or 'the T's have an advantage' is tough. Look at other maps. We have all seen de_dust or cs_italy be very one sided, but this is often just the players involved, and not the balance of the map. The map being as new as it is too, strategies have not been devised yet. I think it takes a long time for people to become comfortable enough with a map that they can use all the available routes in a strategic way.

just my 2 cents.

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Re:cs_reloaded_b2 Feedback
« Reply #52 on: December 03, 2003, 10:14:08 AM »
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I fully agree that one playtest is not nearly enough to determine if it is balanced. but i did notice one more thing about the playtest last night. I was a T and even when we were on a losing streak, is still had over 10k saved up since the CT's would rescue the hosties and there would still be a handfull of survivors on the T's. Althought that may be just a result of people still learning the map, but I think the way the economy works on the map is large factor.

Terraji
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Re:cs_reloaded_b2 Feedback
« Reply #53 on: December 03, 2003, 07:21:00 PM »
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i have a new idea that will change the map greatly that i think we should keep as a back up plan.

with the way the map is setup now, and where the hosties are located, the map will play very nicely if the spawns were switched around. it would also make sense, layout wise. add police and swat cars at the outside garage and you're all set.

we should keep this mind, even if we dont use it. as much as we like the setup now of where cts start off with hosties, we shouldnt sacrifice gameplay, if you know what i mean
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Re:cs_reloaded_b2 Feedback
« Reply #54 on: December 03, 2003, 08:04:55 PM »
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i can't take a step without getting shot at, you need more cover near those big spiffy spiral ramps, or snipers just rule all.

all of the cover seems in places outside of the main paths. 

hosties on stairs are still the biggest concern though, that's REALLY bad in some places.  Deuce and I also had some problems with the  ladder near CT spawn also.

I dunno what you can do about this, but it really sucks should Terrors get behind the CTs, which seems to happen pretty easy.  Then you don't even know where you're getting shot from...very frustrating...

Tenshi
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Re:cs_reloaded_b2 Feedback
« Reply #55 on: December 04, 2003, 04:16:14 AM »
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Yeah Deuce - I think that's the best solution if we can't even things up. The CT spawn would need a little reworking to make it more accessible before we tried that.

Tenshi - there was supposed to be more cover but I kind of forgot about it...;) I'll slap a ton of crates in next time.
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Re:cs_reloaded_b2 Feedback
« Reply #56 on: December 04, 2003, 08:52:02 AM »
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yup that ladder is fudged up.... you can't go up it.. i didn't try to go down it... also there is the issue deuce found out about going behind the wall at T spawn and being invincible

also there was a problem with tenshi cause I KNIFED HIM! 
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Re:cs_reloaded_b2 Feedback
« Reply #57 on: December 04, 2003, 11:51:43 AM »
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Really? I don't remember having any trouble with the ladders.

Going behind the wall is possible simply because all the clipping wasn't done before the test. Still, better that you point it out than I forget it altogether
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Re:cs_reloaded_b2 Feedback
« Reply #58 on: December 04, 2003, 12:31:21 PM »
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how many more playtests should we have before we start discussions on map changes?

also, can i have a .map version of b2? i want to start reorganizing the boxes in the shipping room
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Re:cs_reloaded_b2 Feedback
« Reply #59 on: December 04, 2003, 12:36:42 PM »
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I just think one more (assuming it goes well) this weekend and then we can start making changes. Of course the more tests the better but we had a hard time getting a decent game last Friday.

Your shipping room needs a lot of reworking (not layout, just detail). As of now there's nothing but boxes in there! I already sent a map file to slight - we're freezing you out! Mwahaha
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Re:cs_reloaded_b2 Feedback
« Reply #60 on: December 04, 2003, 12:38:29 PM »
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the delivery boxes are going to add much more detail. i also need to organize where the boxes are actually layed out, because the way it is now, it is hard to navigate hosties
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« Reply #61 on: December 04, 2003, 12:55:50 PM »
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True but there needs to something else - tables maybe, for putting the packages together, labelling them etc. They wouldn't all just be lying around.
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Re:cs_reloaded_b2 Feedback
« Reply #62 on: December 04, 2003, 01:21:05 PM »
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Yeah, When I think of a shipping area or a warehouse, I think of rows of shelves with boxes on them, and maybe a couple of mini fork lifts to ferry the boxes around. Also, a conveyor belt or two could be cool.

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« Reply #63 on: December 06, 2003, 08:02:32 AM »
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Are we still having a playtest tonight? Deuce said something about being unable to make any night during the week, I seem to remember.
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« Reply #64 on: December 06, 2003, 08:54:59 AM »
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i'm good for tonight. i'll take over the server at 7 and change the map
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« Reply #65 on: December 06, 2003, 10:14:19 AM »
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Any chance we can go slightly earlier? I'm good for 7 tho if you can't.
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Re:cs_reloaded_b2 Feedback
« Reply #66 on: December 06, 2003, 10:15:45 AM »
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start it at 6 then. the map is set for 2 hours anyway..plus we can extend it multiple times without asking others permission. ah the benefits of being admin.
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« Reply #67 on: December 06, 2003, 12:09:32 PM »
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Lol yeah. Me and JB had it on earlier today (empty server) but just so we could run around and do boosts etc.
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Re:cs_reloaded_b2 Feedback
« Reply #68 on: December 07, 2003, 10:02:17 AM »
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I'm liking this map alot, mainly because it seems that if as a terrorist and i go defend by the trucks, and no one comes, i have JUST enough time to get over to the other side to make a last stand before the CT's rescue the hosties. I also like the fact it's mixed up enough that the AWP can't dominate everywhere. I consider myself a reasonably competent AWP and I could not dominate this map with that gun. The twists and turns make it very similar to backalley in it's tactical feel. I think there should be some "sneaky" ways around the map though, a vent system in the main buildings or a sewer. not overly complex though just some route that is quieter and not as well traveled, because as i said, the T's can rotate very quickly if they play the map smart enough.

That's all for now :-)
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Re:cs_reloaded_b2 Feedback
« Reply #69 on: December 07, 2003, 10:48:14 AM »
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oo, i like the idea of a sewer :-D
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Re:cs_reloaded_b2 Feedback
« Reply #70 on: December 07, 2003, 11:11:33 AM »
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I don't think we can really afford to add any more routes - there are already 5 ways for CTs to run and so the Ts need to think quite a bit already. I do think we need a different access point to the garage - preferrably on the south wall so that CTs can actually use it as a way to the rescue point. Right now it's not really getting any action.

"I'm liking this map alot, mainly because it seems that if as a terrorist and i go defend by the trucks, and no one comes, i have JUST enough time to get over to the other side to make a last stand before the CT's rescue the hosties."

Yeah, that seemed to turn out just right The trouble is that the first time players joining the map tended to follow other players so as not to get lost and consequently left one of the flanks unguarded. Quite a few times I ran by myself (or with X-Factor) all the way through the shortest CT route and rescued the hossies without even seeing a T, or firing a shot.
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Re:cs_reloaded_b2 Feedback
« Reply #71 on: December 07, 2003, 11:25:29 AM »
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after playing the map for a week or so now, i still like the current map layout. i dont think any major changes need to be done there.

my two biggest questions though are:

1) should there be an extra rescue zone?

2) would the map play better if the spawns were switched

while it is important to have a fun layout with easter eggs and such, the biggest importance is to make this map playable, and have it so people dont quit if it comes up in a rotation.
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Re:cs_reloaded_b2 Feedback
« Reply #72 on: December 07, 2003, 11:55:49 AM »
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If we wanted to try it with the spawns switched we could do an entity rip on the current bsp and switch the types of the entities around i.e. info_player and info_player_deathmatch. Then update the server bsp and noone needs to download anything. I'm not 100% sure how to do it - slight?
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« Reply #73 on: December 07, 2003, 12:53:53 PM »
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Don't bother - I've done it

Now we need either Porter or slight to update the bsp on the server. I'm uploading the new one to my webspace now...
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« Reply #74 on: December 07, 2003, 01:12:56 PM »
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I've PMd you both with the download link for the altered bsp
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« Reply #75 on: December 07, 2003, 02:23:34 PM »
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Good to go.

I think the only way adding a sewer makes sense would be as a means of providing east/west transit between the truck route and the underpass route. Put a straight shot sewer that comes up at both locations, and I think it would help.

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« Reply #76 on: December 07, 2003, 02:52:32 PM »
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We can talk about this again after we try the spawn-switching because it becomes redundant if we decide to keep it that way. Deuce, want to formally schedule a time at the start of the week for a test?
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« Reply #77 on: December 07, 2003, 08:17:45 PM »
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Quote from: Grounded on December 07, 2003, 02:52:32 PM
We can talk about this again after we try the spawn-switching because it becomes redundant if we decide to keep it that way. Deuce, want to formally schedule a time at the start of the week for a test?

ok. i formally schedule a playtest for tuesday, december 9 7:00pm est (backup wednesday, december 10)

damn i'm good
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Re:cs_reloaded_b2 Feedback
« Reply #78 on: December 08, 2003, 12:46:38 AM »
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curiosity killed me....I was wondering, how close do you think that Terrors could spawn near the CTs??  I mean, I think it would be interesting if one or two of the terrors could actually get to the CTs before they could even touch the hosties??  I mean, in theory, I expect real world situation for at least one terrorist to be "guarding" the hostages...that could screw with some heads...course, the Terrorist could always just fall back too...I dunno, just throughing a random thought out there...

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« Reply #79 on: December 08, 2003, 04:45:26 AM »
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Deuce - want to post a news item so people actually know it's on?

Tenshi - we're going to try the map with spawns switched on Tuesday i.e. the traditional cs_ game mode with Ts spawning beside hostages. Having one or two spawns away from the main site might be cool for a big game but with smaller games it might be quite annoying i.e. if one player is stranded away from the others then the team is at a significant disadvantage from the off.

I've just been thinking about this switched spawns thing. Although I do think we should try it, I can't see it being very effective. The layout was designed with it mind that the CTs would be rushing from their spawn up to the escape zone at the other end of the map. Since their spawn is so inaccessible I would imagine it will be far too easy for Ts to power-camp the hossies. We shall see.
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Re:cs_reloaded_b2 Feedback
« Reply #80 on: December 08, 2003, 08:27:07 AM »
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Quote from: Grounded on December 08, 2003, 04:45:26 AM
I've just been thinking about this switched spawns thing. Although I do think we should try it, I can't see it being very effective. The layout was designed with it mind that the CTs would be rushing from their spawn up to the escape zone at the other end of the map. Since their spawn is so inaccessible I would imagine it will be far too easy for Ts to power-camp the hossies. We shall see.

I have to agree.... The map, after all, was designed to be played the way it is currently set up. I think it would be smarter to put the hosties with the T's, keep the spawn points the same, and put the rescue point at CT spawn. Put a hostie in the lobby, put one or 2 in the parking garage, and throw one by T spawn.

Grounded? Deuce?

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« Reply #81 on: December 08, 2003, 08:34:50 AM »
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That does sound a bit more intelligent...but then we'd have to alter the bsp quite a bit seeing how inaccessible the garage is at present from a CT perspective. We also need to get some cars in there for cover - I was working on some textures but they were not fitting my car brush the way I wanted them too. Needs work.
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« Reply #82 on: December 08, 2003, 10:18:04 AM »
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Any preference on Vehicle type? I was thinking a nice Hummer H2 might provide some serious cover.

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« Reply #83 on: December 08, 2003, 11:08:06 AM »
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so...i should make an announcement for a playtest tomorrow at 7:00 pm est?
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« Reply #84 on: December 08, 2003, 11:10:21 AM »
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Ummmm..... sure? Maybe? Kind ah sort ah?

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« Reply #85 on: December 08, 2003, 11:13:13 AM »
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i'll let grounded decide. for some reason he seems to make all the important decisions anyway.
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« Reply #86 on: December 08, 2003, 11:22:06 AM »
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No Deuce - no playtest. I think we just got carried away there for a minute And I make all the important decisions because I'm the one doing the scut work!

Any vehicle is fine so long as you accurately size it and it actually looks like its real-life counterpart. We need a few so don't hold back.

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« Reply #87 on: December 08, 2003, 11:26:19 AM »
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You will have an H2 waiting for you in the morrow.

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« Reply #88 on: December 08, 2003, 12:03:00 PM »
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Lol

I've actually seen a hummer in a map before - looked kind of weird. I think the guy got the scaling wrong.
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« Reply #89 on: December 08, 2003, 12:22:53 PM »
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You know... scaling is a funny thing when it comes to the HL engine... the fact that you are allowed to get right up to an object makes things look out of sorts depending on your perspective. Most of us would never think of walking up to a door and smacking our face against it as we walk through it, but this is , in essence, what the game lets us do. When you walk through a door your perspective is from about 2 inches in front of the door, and this perspective makes the door look very large, even though it may be the right height. Try it, go up to a door in your house, and touch your chin to it. Now look up at the top of the door. Looks like the thing's 10 feet tall, doesn't it? It's all about perspective.

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« Reply #90 on: December 08, 2003, 12:23:25 PM »
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ooo..watch as i am going to make a sad attempt at making a car too. watch it not even look right. watch as i probably wont even send it to you in shame of how it will look.

i'm gonna make a cadillac. it will be the deuce mobile. there stereo is going to be on and i'm going have it play music.

easter egg idea: license plates with names on it.
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« Reply #91 on: December 08, 2003, 12:29:58 PM »
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i just realized i havent the slightest idea on how to make car textures. i better research that up first.
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« Reply #92 on: December 08, 2003, 12:42:00 PM »
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Well you could take photos of one near your house (I took pics of our car) and then work on them. Or you could draw one from scratch although it might be hard to get it realistic that way.
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« Reply #93 on: December 08, 2003, 12:52:31 PM »
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like this?
 cadillac-v1.jpg
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« Reply #94 on: December 08, 2003, 04:06:37 PM »
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Yeah, sort of. That might be a little on the flashy side tho

Remember you have to actually make the car out of world brushes - preferrably as few as possible.
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« Reply #95 on: December 08, 2003, 10:25:52 PM »
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OK... I got the side, front, hood, and top of the hummer done.. All I need is the back and the windshield... but I'm freakin beat. I'm going to bed.

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« Reply #96 on: December 08, 2003, 10:56:36 PM »
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ok. i sat down and attempted this. i hate this. please tell me if i have anything worth keeping.

(why do you think i picked a cadillac? its natural box shape )
 utter_crap.jpg
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« Reply #97 on: December 08, 2003, 11:01:10 PM »
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actually change that. i'm going research this and check out prefabs, so i can learn how to do this properly. i will have a pimp cadillac in this map. 
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« Reply #98 on: December 09, 2003, 05:32:54 AM »
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No Deuce that's fine! The only thing wrong with it is the colours are a little faded but otherwise it's great You'll find that most car brushes in maps are largely without detail. They just need to roughly represent the car they've designed after and provide a little cover.
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« Reply #99 on: December 09, 2003, 07:32:53 PM »
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switching spawns does not work. horrible. disasterious. terrorists can camp and they win.
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« Reply #100 on: December 09, 2003, 09:44:34 PM »
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glad you realized...

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« Reply #101 on: December 09, 2003, 10:03:49 PM »
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Introducing..... the Hummer H2.

(helps if I add the link, don't it)





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« Reply #102 on: December 09, 2003, 10:04:53 PM »
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WOW!! 
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« Reply #103 on: December 09, 2003, 11:33:39 PM »
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 cadillac_v2.jpg
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« Reply #104 on: December 10, 2003, 04:10:16 AM »
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Nice, both of you.

slight - is that made from pics you found online or from photos you took?
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« Reply #105 on: December 10, 2003, 08:05:10 AM »
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Pics on-line.... but I had to actually make the rear texture from scratch. I couldn't find anything close, so I pulled some pieces from the side and front views and voila! The front was kind of fudged as well, because the angle of the pic was off, so I had to improvise.

Did anyone notice the license plate?

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« Reply #106 on: December 10, 2003, 09:06:12 AM »
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"but I had to actually make the rear texture from scratch."

Yeah I thought so - that's why I asked.

"Did anyone notice the license plate?"

Kind of hard to miss CSRLDED indeed

Btw how come the front is blue? Is that the way they look in reality?
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« Reply #107 on: December 10, 2003, 09:09:00 AM »
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you know whatd be cool... is if in just this map only. the ct shield could be enabled... just so like when your teamates *accidently* start to slaughter you, you can just throw up the shield...
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« Reply #108 on: December 10, 2003, 09:28:08 AM »
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Quote from: Grounded on December 10, 2003, 09:06:12 AM
Btw how come the front is blue? Is that the way they look in reality?

No, it's supposed to be chrome, the problem is the base pic that I used had the grill reflecting the sky, hence the reason that it has a bluish tint. I tried to correct for it, but it always came out looking rather gray, and not silver or chrome like it should. I have another pic that has the front grill, and I am going to try using that one as a base, maybe that will help.

I hope to have a completed prefab to you tonight. My only worry is that the Hummer is a bit heavy on polygon count, around 120. I thought it would be less given the fact that it is just a big box, but it took some work to get everything to line up correctly and that meant adding some brushes.

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« Reply #109 on: December 10, 2003, 11:57:29 AM »
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Don't worry too much about poly count. When you send me the file and I place it in the map there might be opportunity for economy depending on how it's oriented. In the absolute crunch we can always crack out the NULL texture too.
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« Reply #110 on: December 10, 2003, 12:09:27 PM »
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Hey guys, I think the map is great, a little large but thats not bad.  It would be cool if you could mabe be able to climb into the back of the trucks or if the elivator in the hossie room went up and down.  Another cool thing is if cameras were placed so in the main computer room above the boxes you could veiw different parts of the map, kinda like the map assault where you can see inside or outside with cameras.  It might help to solve the porblem of it being to big with a small amount of players because they could see where everyone is and not wonder around the whole time like me. 
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« Reply #111 on: December 10, 2003, 09:56:48 PM »
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final version:

length: 191 (203 if you include rear accessories)

width: 80

height to roof: 51

height to hood: 35
 cadillac_final.jpg
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« Reply #112 on: December 11, 2003, 05:25:59 AM »
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So send it to me already
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« Reply #113 on: December 11, 2003, 08:17:41 AM »
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PIMP

Bravo deuce.

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« Reply #114 on: December 11, 2003, 08:36:24 AM »
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here ya go.

i also forgot to mention in its stats...

brushes: 8
 deucecar.zip
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« Reply #115 on: December 11, 2003, 09:48:06 AM »
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Just curious Deuce, why does the back of the car have a grill on it just like the front?

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« Reply #116 on: December 11, 2003, 09:51:03 AM »
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a good question indeed.

i took as many 1959 cadillac pictures that i could find. they all have them.

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« Reply #117 on: December 11, 2003, 10:22:46 AM »
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No kidding... I guess I just never noticed it before.
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