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Topic: cs_reloaded_b1 Feedback (Read 315 times)
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Porter
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cs_reloaded_b1 Feedback
« on: September 10, 2003, 10:03:53 PM »
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If you've playtested cs_reloaded, we'd love to hear what you think. Please try to keep your comments constructive! Saying "the map sucks" isn't going to help the developers make it any better. Let us know if something doesn't feel or play right, if something is seriously wrong, or even if you simply love everything. Just give us some honest feedback and tell us what we can do to improve the map!
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« Last Edit: November 26, 2003, 08:29:25 AM by Porter » |
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[Wumpa] Porter --Silent, professional, lethal... sometimes.
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zeus
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Re:cs_reloaded Feedback
« Reply #1 on: September 10, 2003, 10:56:52 PM »
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LOOKING GOOD
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Grounded
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Re:cs_reloaded Feedback
« Reply #2 on: September 11, 2003, 03:59:06 AM »
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Bear in mind:
1) All the textures are from Half-Life. 2) Very little r_speed reduction work done. 3) This is beta 1 so complaints about the layout are the most important.
Can't wait for the playtest
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Deuce
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Re:cs_reloaded Feedback
« Reply #3 on: September 11, 2003, 07:46:06 PM »
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many thanks to everyone who play-tested cs_reloaded (and even more thanks to the people who actually lasted all 90 minutes )
now the most important thing you guys can do is to leave ALL the feedback you can think of..even if someone else mentioned it..everyone has there own opinion on the same subject. what you dont like, what you think should be changed, what you love, what you hate.
i'll have what some of my opinions once i can draw them with ms paint
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Phoenix Knight
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Re:cs_reloaded Feedback
« Reply #4 on: September 11, 2003, 07:54:59 PM »
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1) CT spawn should be rethought: too open and vulnerable to attack; a bit crowded, perhaps spread out individual spawn areas.
2) T's have a large advantage when it comes to high gound and cover.
3) CT's can rescue hosties very quickly occaisionaly but it seems that it's easier for T's to accumulate kills, even if the CT's are chalking up wins. While this may encourage team play and the accomplishment of objectives it still sucks if you die every round. Even I'll admit that I can tolerate just fine a "noble" sacrifice to make sure the bomb goes off but I'm not sure I'd do it every round. And it's different on a hostie map. So if the fire fights didn't seem so biased (now maybe I'm just biased because I died so flippin' much) it might make the map more playable
4) Overall design was nice, as was the concept of the CT's starting with the hosties
5) The variety of places to go was nice (if you managed to slink your way away from a firefight or just got plain lucky).
6) Perhaps where the T's spawn should be spread out a bit more throughout the level?
That's all I got, hopefully it helps. (And hopefully it makes sense).
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Take care and happy fragging! Your friendly neighborhood Wumpa~ [Wumpa] Phoenix Knight (aka - Raven Knight) "See you all on the other end of my gun barrel."
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Porter
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Re:cs_reloaded Feedback
« Reply #5 on: September 11, 2003, 07:55:12 PM »
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I'm gonna get right to it.
1) Ledges under the second and third floor windows, so the drainpipes are actually useful for the CTs.
2) Make it easier for CTs to get into the building outside the left exit from CT spawn. Stairs on the CT side would be helpful.
3) Streeeeeeetch the map so it's more like italy, or nuke with distinctive CT and T "ends". That would give the CTs and Ts a chance to get set before mayhem breaks out. Make the map more a long rectangle instead of more or less square. I think this is absolutely critical. The map is fast and furious right now, which isn't bad, but people will wear themselves out on it quicker. It needs to have a slightly slower pace in order for people to not have a stroke when they're playing.
4) Define certain "routes" more clearly so that it's less fy and more strateg(er)y. This goes along with number 3.
5) Find some way to slow down the Ts from leaving spawn, like starting outside the glass doors maybe. Right now, they can surround the CTs almost before they've dropped through their glass skylights.
6) Provide a couple places where sniping is the best tactic.
7) Find a way to include less used areas like the building outside the left exit from T spawn, and the third floor of the center building.
That's all I can think of right now. I think this playtest went absolutely fabulous!
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[Wumpa] Porter --Silent, professional, lethal... sometimes.
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Deuce
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Re:cs_reloaded Feedback
« Reply #6 on: September 11, 2003, 08:40:13 PM »
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ok..and now its time for the CSR's first Undisputed Connoisseur to explain what he was thinking throughout the entire map with my excellent picture by picture descriptions
after 40 minutes into the map, i decided i should get an overhead screenshot of the map, to easily make it better to explain what i was thinking
for those of you new people following along..this is where the spawns are..for those of you who played..you know this already
to me, these were the most obvious routes people were going throughout the maps. i will referr to these routes as the "alley" routes.
these are a few more routes that were found during the map, and the ones i think should be promoted over the other routes. i will refer to these as the "building routes"
now..i think the main purpose of this map is to focus on these buildings, while making the routes to get to these buildins rather obvious. these three buildings are what people should be going through.
now this is the part i might lose people, so i made to pictures, 1 with text 1 without to better explain myself. this method of changing that i thought of does not envolve changing the map size, but rather attempts to make the routes harder. the first obvious change should be to move the t spawn behind the glass. this will slow down the swarm of terrorists. the second change would be to close the red door on the deuce building near the t spawn, and add back in the west door (where the room with the crates are. this will cut down on the short route between the spawns)
this idea of mine also enolved blocking off two routes to create new ones. the first block is right under the bridge that connects my building with the main building. make the crates high enough that you cant climb them. the other block will be near the corners of the main building and the building that is to the east of the t spawn. this will make it so you must go through that building.
and finally, the other issue i saw was the lack of the third floor usage. my solution to this would be to add more windows on the third floor on all sides of the building. this will then make an ideal sniping area anywhere into the map (and as porter mentioned, add ledges)
also, make the area in which the ct's fall through bigger allowing quicker exit (dont know how possible this will be)
i rule.
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Porter
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One more thing
« Reply #7 on: September 11, 2003, 08:57:34 PM »
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There's one other thing I just HAVE to mention.
You three (Deuce, Grounded and Slight) have done an incredible job with this map. To have a beta (the FIRST beta no less!) play SOO well right off the bat is a real feat. I firmly believe you are on your way to creating an absolutely BRILLIANT map!
I am just so damned proud to have such talented people here at CSR! Aww, I'm tearing up now.... <sniff>
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[Wumpa] Porter --Silent, professional, lethal... sometimes.
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Phoenix Knight
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Re:cs_reloaded Feedback
« Reply #8 on: September 11, 2003, 09:24:19 PM »
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Something to keep in mind is how fast this map goes. If the speed of the map remains constant then getting up to the third floors to snipe will be pointless because by the time you get up there everyones already run past. Just a thought. Perhaps this is where Porter's idea of stretching the map would come in?
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Take care and happy fragging! Your friendly neighborhood Wumpa~ [Wumpa] Phoenix Knight (aka - Raven Knight) "See you all on the other end of my gun barrel."
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Deuce
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Re:cs_reloaded Feedback
« Reply #9 on: September 11, 2003, 09:27:39 PM »
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these were just ideas that envolve quick edits so it can be tested out again. i also suggested this rather then editing size right now because you can only make a map so big before you run out of space (achieve max_patches..something i did with my cs_hs map), and i'm not aware of what size the map is right now
though i agree that the size will probably need to be edited later to make it more of a rectangle in shape
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Darkmage
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Re:cs_reloaded Feedback
« Reply #10 on: September 11, 2003, 10:24:27 PM »
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I played about 4 rounds, so my opinion is somewhat limited...BUT!
I really think the action happens *WAY* too fast. seems like an fy map. you barely have time to go through the skylight and look around before the Ts are knockin on your door. I cant really suggest ways other than deuce's suggestions to do this, but his ideas were good.
Like porter said, too fy_ and not enough cs_, IMHO
-DM-
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Guardian_Tenshi
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Re:cs_reloaded Feedback
« Reply #11 on: September 12, 2003, 12:10:11 AM »
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I came in after the CTs had a nice system(last 20-30mins?), but I didn't like the fact that T's had like no place to hide either...i mean CT's just came out, and we were stuck in the open hoping to god we could get some good shots off and get some kills. Give me a box so i can sneak up behind porter and shoot him in the back (everyone knows dats how you gotz to kill him). Anyway, yeah, bravo, fix timing, add more cover, but nice map, interesting idea. I likes, but don't think it is done yet...
Oh, small touch, cause it bugs me...lock the glass doors, cause otherwise WHY DON'T THEY OPEN!?
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[Guardian] X-Factor
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Re:cs_reloaded Feedback
« Reply #12 on: September 12, 2003, 12:25:07 AM »
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Actually there are quite a few places where you can hide you just need too run around and explore a bit more cause i did find some half way decent hiding spots in there like for instant there is a way you can get up on those fans at T spawn and there are also some other spots in the room up above the T spawn....but i do agree that it is a really fast past map but it will be sure too even out some when its like a 4-4 or a 5-5 type of deal not on a full server like we had today cause that was just madness....
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[Guardian] X-Factor
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Re:cs_reloaded Feedback
« Reply #13 on: September 12, 2003, 12:25:44 AM »
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ALSO GJ GUYS MAP DOES LOOK GREAT!!!
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« Last Edit: September 12, 2003, 12:26:28 AM by X-Factor » |
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Grounded
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Re:cs_reloaded Feedback
« Reply #14 on: September 12, 2003, 07:23:29 AM »
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That playtest was great I can't believe we had a full server for so long!
I had some ideas for how to solve the various problems and make the map more interesting. However they involve a lot more work that what Deuce is suggesting. I was thinking we could do both and then test them consecutively - i.e. not play one map for an hour and a half like we did last night! I should be able to do Deuce's altered layout pretty quickly - the only major difficulty would be creating a better outside area for Ts to spawn in. I actually think with those route modifications you made the Ts could still spawn in the lobby...
One or two things that need attention:
1) Access to T spawn - too self-contained, needs better, more open ways to enter and hence get the hossies out. 2) Upper levels - all the action was taking place at ground level, cutting out the few raised areas. I'm going to start work on my layout idea which should make a BIG difference in this department. 3) Routes - action was heavily biased to the left of the map in a straight line between the two spawns. The underpass route was completely redundant almost.
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Deuce
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Re:cs_reloaded Feedback
« Reply #15 on: September 12, 2003, 07:42:31 AM »
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if it makes the workload easier for you, i can do the modifications that i suggested, while you work on your idea.
only reasons i made suggestions were to be able to have another quick test and see if what we currently have is workable
it should be real quick to fix up so i'll have it done before the end of the day
btw for naming purposes..i'll name my work cs_reloaded_1_5 since its only a few changes.
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slightcrazed
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Re:cs_reloaded Feedback
« Reply #16 on: September 12, 2003, 08:08:16 AM »
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Based on the feedback I have heard here, and on my own opinions just running around the map by myself, I think Porter is right, the map does need to be stretched out a bit. I would like to see CT spawn pulled back a bit, and T spawn moved back slightly and maybe even pushed towards one of the corners. I would also like to see the map become more 3 dimensional, as opposed to all of the action taking place on ground level. I think I would like to see the ground become more uneven. Specifically, I think that the back side of the map (around T spawn) should be at a different level than T spawn. So instead of the underpass on the right side of the map (coming from CT spawn) going down under the bridge and then back up again, I think it should just go down and stay down, and the rest of the map beyond that point should be at that height. I also think we should try to incorporate some sort of a main road through the map. After all, if this is supposed to be a complex of factories and warehouses, then there should be SOME way for trucks to transport goods between the buildings. If I have some time I'll work on some of the changes I think should be made. I think all 3 of us should come up with alterations to the existing beta, and then we can each look at eachothers changes and decide which ones to keep.
slight
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Deuce
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Re:cs_reloaded Feedback
« Reply #17 on: September 12, 2003, 08:51:49 AM »
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sounds good slight. then we can maybe have another playtest with 20 min each?
and i imagine my cs_reloaded beta 1.5 name wont work anymore..anyone have a suggestion for naming purposes that will keep this organized? cs_reloaded_b2X where X is name?
cs_reloaded_b2deuce cs_reloaded_b2slight cs_reloaded_b2grounded
??
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Re:cs_reloaded Feedback
« Reply #18 on: September 12, 2003, 08:56:57 AM »
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That's a good idea slight. I am going to try to patch together a way for you three to install the betas directly to the server using a web interface. I haven't figured out the best way to do that yet though....
...too much work. Slight, check your PMs.
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[Wumpa] Porter --Silent, professional, lethal... sometimes.
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Porter
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Re:cs_reloaded Feedback
« Reply #19 on: September 12, 2003, 08:57:59 AM »
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How about just the first letter?
cs_reloaded_b2s = Slight _b2g = Grounded _b2d = Deuce
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[Wumpa] Porter --Silent, professional, lethal... sometimes.
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slightcrazed
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Re:cs_reloaded Feedback
« Reply #20 on: September 12, 2003, 10:26:52 AM »
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I think testing all 3 would probably not be feasable, it would just take to long. I think the 3 of us (me, deuce, grounded) can probably meld the suggestions together pretty good, and then get another Beta going.
Deuce and Grounded, are you guys on IM? Like MSN or AIM or Yahoo or something? I think it would be nice to do a 'meeting' to throw some ideas at eachother and to talk about changes. I am still working on the models for the 'clean room', but it has been slow going because of all of the damn faces that need to be skinned. I have had to simplify the model that I posted before slightly to help with making the skinning easier. I also have started work on some base textures, and have done a little research into factory architectural styles to see if we can add some eye candy to the exterior buildings (Square buildings are functional, but they don't look very good).
slight
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Deuce
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Re:cs_reloaded Feedback
« Reply #21 on: September 12, 2003, 10:33:44 AM »
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I think testing all 3 would probably not be feasable, it would just take to long. I think the 3 of us (me, deuce, grounded) can probably meld the suggestions together pretty good, and then get another Beta going.
Deuce and Grounded, are you guys on IM? Like MSN or AIM or Yahoo or something? I think it would be nice to do a 'meeting' to throw some ideas at eachother and to talk about changes. I am still working on the models for the 'clean room', but it has been slow going because of all of the damn faces that need to be skinned. I have had to simplify the model that I posted before slightly to help with making the skinning easier. I also have started work on some base textures, and have done a little research into factory architectural styles to see if we can add some eye candy to the exterior buildings (Square buildings are functional, but they don't look very good).
slight
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after doing a 90 minute test of cs_reloaded_b1 (yes..90 min..and there were some who actually stayed for all 90 min of it) doing 3 tests of 20 min is probably a breaze for people
i use AIM (and always have at least 1 name up all the time), and MSN (only because i needed to speak to grounded about map rotations) i'll pm you my names. i vote for getting grounded to download IM..its 10 times better then stupid MSN
i like the square buildings by the way
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slightcrazed
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Re:cs_reloaded Feedback
« Reply #22 on: September 12, 2003, 11:05:14 AM »
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You'll have to get me to make an AIM acount too... I use Gaim, so I don't need the AIM DL, but I will have to set up an acount.
slight
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Deuce
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Re:cs_reloaded Feedback
« Reply #23 on: September 12, 2003, 11:08:47 AM »
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ROAR!! MAKE AN AIM ACCOUNT ROAR!!
i'm not good at convincing people.
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Grounded
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Re:cs_reloaded Feedback
« Reply #24 on: September 12, 2003, 12:17:46 PM »
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I don't mind what we do - I have done a lot of work on the map today on my own idea. The CT spawn has been moved and drastically changed, a couple of new 'cosmetic' buildings added i.e. ones that cannot be entered. The point is that the layout is no longer the same as the first beta but I suppose it doesn't matter too much. In the end one person will have to encorporate all the ideas into one map so we can basically do whatever we want at the moment.
I think three short tests would be easy but 20 mins is a little too short I think.
I forgot about the textures - I meant to send them to you both but never got round to it. I still need to do a few more first
As for communication, I've had slight in my MSN contacts for ages - since I asked to test remy on the server in fact But if I really must I'll download AIM. What is it anyway?
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slightcrazed
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Re:cs_reloaded Feedback
« Reply #25 on: September 12, 2003, 12:31:01 PM »
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OMG!!! I totally forgot about Remy.. we playtested about 6 different maps during that time (as_ something, Karachi, Remy, isle, and a couple others). Wow... bring back memories. Well, I think seeing as how both of us have MSN that we should 'strongly encourage' Deuce to use MSN instead of AIM.
slight
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Grounded
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Re:cs_reloaded Feedback
« Reply #26 on: September 12, 2003, 01:36:33 PM »
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as_summit is the name you're looking for!
Yeah Deuce, MSN will do.
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rich-hobo
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Re:cs_reloaded Feedback
« Reply #27 on: September 12, 2003, 05:08:10 PM »
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great job, deuce i think your new plans are great, i think it will we good if u do that, as long as ct's well not all but just a few, you know who u are, don't spawn camp it's fun
very good job on beta no1
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Deuce
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Re:cs_reloaded Feedback
« Reply #28 on: September 12, 2003, 10:19:38 PM »
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as_summit is the name you're looking for!
Yeah Deuce, MSN will do.
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oh humph..
ok..give me some time and i'll set up a real msn name this time
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Deuce
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Re:cs_reloaded Feedback
« Reply #29 on: September 13, 2003, 09:59:59 AM »
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ok..i finished the "deuce version" of cs_reloaded_b2..but when i compile it..all the rooms are dark..so i just resent you the .map with my added stuff so you can do it.
it does make the map into 3 obvious paths though..the problem might be is that they are still too short
anyway..a quick test in game sometime will be good enough to see.
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slightcrazed
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Re:cs_reloaded Feedback
« Reply #30 on: September 13, 2003, 10:23:50 AM »
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I just realized that I don't have the .map file for the version that was playtested, which kind of sucks. Can someone email a copy to me?
slightcrazed@linuxquestions.net
slight
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Deuce
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Re:cs_reloaded Feedback
« Reply #31 on: September 13, 2003, 10:27:35 AM »
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consider it sent.
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