Author Topic: R/S ctf_de_port FIXED!  (Read 1754 times)

0 Members and 1 Guest are viewing this topic.

Offline Maek|

  • Soldier
  • **
  • Posts: 140
R/S ctf_de_port FIXED!
« on: March 31, 2008, 11:58:23 am »
This is my first R/S map. I really would like to hear your opinions!

Followings are done;
- map is smaller. Blue base is nearer to the hall and red base is at those containers on the left. There is invisible wall that you cant pass at right side of the small hall next to red base.

- Thanks to avarax and his tips, you can actually now know is the crate collide, non collide etc.

- Both roofs in the blue base are collide

- Removed those stupid "drilling" doors in the underground routes

- something



- No weather
- Jet is low

Special statistics

- There is few walls you can shoot through. Bullets loss approx 60% of its speed and lose a lot of accuracy
Weapons you can "drill" are deagles, ak, aug, ruger, barret, minimi, minigun and barely ussocom, mp5 and grenade

Spas, m79, knife and law cant go through.

I would really like to see this map in R/S or R/S/A servers! :)

This is packed with mappacker.

Im going to make ctf_cs_compound soon!

Please rate!!

Date Posted: March 31, 2008, 12:55:31 pm
And I know, the ship looks horrible. ;D
« Last Edit: April 03, 2008, 01:00:52 pm by Maek| »
Soldat since 1.0.5

Offline darkangel

  • Soldier
  • **
  • Posts: 176
Re: R/S ctf_de_port
« Reply #1 on: March 31, 2008, 12:07:00 pm »
great map
redemption for the redemtion...cause I'I'ma Fallen Angel.
do u have what it take to be a fallen angel??

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
Re: R/S ctf_de_port
« Reply #2 on: April 01, 2008, 06:03:58 am »
Heyhey, this does look quite sexy and playable!
If I will ever make another version of my CS mappack, I'll make sure to include this jewel.

Notify me instantly if it has been uploaded to some server so I can playtest it :q
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Maek|

  • Soldier
  • **
  • Posts: 140
Re: R/S ctf_de_port
« Reply #3 on: April 01, 2008, 01:52:07 pm »
Dont make a mappack before I finish my ctf_cs_compound. :D I haven't started it yet but i've been thinking a lot what will it look like.

Date Posted: April 01, 2008, 07:32:39 am
Today I started to make ctf_cs_compound and it starts to get shape quite well. If I dont face any problems it will be posted before end of the week. its going to be smaller than this. Avarax how do I get this map to someone's server?
Soldat since 1.0.5

Offline Laser Guy

  • Veteran
  • *****
  • Posts: 1679
Re: R/S ctf_de_port
« Reply #4 on: April 01, 2008, 03:12:41 pm »
I used to play CSS a lot and I gotta say this map has got the feel of real CS map :)
Text goes here...

Offline Arbiter

  • Camper
  • ***
  • Posts: 306
  • You shot me, fool!
Re: R/S ctf_de_port
« Reply #5 on: April 02, 2008, 06:16:20 am »
Dont make a mappack before I finish my ctf_cs_compound. :D I haven't started it yet but i've been thinking a lot what will it look like.

Date Posted: April 01, 2008, 07:32:39 am
Today I started to make ctf_cs_compound and it starts to get shape quite well. If I dont face any problems it will be posted before end of the week. its going to be smaller than this. Avarax how do I get this map to someone's server?

Some big whoop in the soldat community would eventually come along, depending on his opinion, if it's good, (s)he'll put it on his/her server. If the server's popular, thus more people, also meaning that your map spreads into their map files.

For the easy explanation:
Whoever likes, they'll D/L, bam, it's on their server.

"Why beat kids when you can beat women?" - Espadon
"markin marknousky wont kno what hit him!" - Some loser.
[/i]

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
Re: R/S ctf_de_port
« Reply #6 on: April 02, 2008, 07:10:05 am »
To speed up this process, you should post the map on various R/S forums or contact some server owners.
A place to post it would for example be www.realsol.org
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Maek|

  • Soldier
  • **
  • Posts: 140
Re: R/S ctf_de_port
« Reply #7 on: April 02, 2008, 12:38:09 pm »
ctf_cs_compound will be posted in 1 hour! Its playable now, but it still needs some small "adjusting". :)
Soldat since 1.0.5

Offline Laser Guy

  • Veteran
  • *****
  • Posts: 1679
Re: R/S ctf_de_port
« Reply #8 on: April 02, 2008, 01:26:43 pm »
Can't wait 2 test it :D
Text goes here...

Offline Maek|

  • Soldier
  • **
  • Posts: 140
Re: R/S ctf_de_port
« Reply #9 on: April 02, 2008, 01:36:58 pm »
Can't wait 2 test it :D
I already posted it :D
Soldat since 1.0.5

Offline Laser Guy

  • Veteran
  • *****
  • Posts: 1679
Re: R/S ctf_de_port
« Reply #10 on: April 02, 2008, 01:44:59 pm »
Talking bout Compound...
Text goes here...

Offline Maek|

  • Soldier
  • **
  • Posts: 140
Re: R/S ctf_de_port
« Reply #11 on: April 02, 2008, 01:48:36 pm »
Me too : D
Soldat since 1.0.5

Offline Toumaz

  • Veteran
  • *****
  • Posts: 1904
Re: R/S ctf_de_port
« Reply #12 on: April 02, 2008, 02:14:41 pm »
Added this one and cs_compound to my Counter-Strike server, ja. Excellent work! :)

Offline Maek|

  • Soldier
  • **
  • Posts: 140
Re: R/S ctf_de_port
« Reply #13 on: April 03, 2008, 12:52:35 am »
Oh thanks!! :)
Soldat since 1.0.5

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
Re: R/S ctf_de_port
« Reply #14 on: April 03, 2008, 08:50:33 am »
k, just played (only a bit, then the map changed) it. It's a tad too big for my taste, but I can't tell yet wether that is really bad. What I extremeley disliked though, was the crate design. It's very hard to tell wether they are in front of the player or behind and wether they are solid or just colliders. This makes the map very beginner unfriendly. Also, the solid crates aren't done properly, you can kinda see the polygon edge "flicker" behind the scenery.

For the crates, I myself follow these rules when placing them:

Collider crates
-are built of a small package of crates or barrels. Always place more then one, so they don't have a straight edge. This will make people think "ah, no straight edge, no walking on it."
-never bigger then the gostek

Solid crates
-single crates or multiple crates placed in a very linear way so they have straight edges
-bigger then the gostek

Behind player crates
-have no gameplay influence, but they should NEVER distract from the actual gameplay.
--> Always make these a tad darker or brighter than the in front of player crates and gives them an opacity of <65%


You of course don't have to follow them, but I think they make crates easier to be analyzed by the human eye.

EDIT:
I also found it annoying and confusing, that at the right base, you can walk only on one of the two roofs of the house. I'd change that.
« Last Edit: April 03, 2008, 08:53:02 am by Avarax »
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Maek|

  • Soldier
  • **
  • Posts: 140
Re: R/S ctf_de_port
« Reply #15 on: April 03, 2008, 10:06:24 am »
Thanks Ava. I will fix all that and also I will make this map smaller. Ship must be removed I think :( Today I played these both maps in Leos r/s/a and few players found some bugs and i'll fix them. When i fix all that I ask Leo to redownload these maps to his server.
Soldat since 1.0.5