Author Topic: R/S ctf_cs_compound FIXED  (Read 1982 times)

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Offline Maek|

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R/S ctf_cs_compound FIXED
« on: April 02, 2008, 01:10:45 pm »
As you can see from the overview this is quite small map. But in spite of that its small,  I think its actually nicer and more fun than my ctf_de_port. This has so many routes to choose.


Followings are done

- Thanks to Avarax and his tips you can see are the crates collide or non-collide etc.

- Red team had small advantage, but not anymore. Blue spawns moved a bit closer to the hall and red spawns a bit away.

- Darkened the backround color of the tile hall.

- Bouncy floor/stairs fixed

- No 100% only ppl collide walls anymore in some parts. Cant explain this, you have to test it yourselft.

- Something


Jets: 120
Weather: No

Special feature:

Again few walls you can shoot trough. For example that hostage house is 100% "drillable" and roof of that bridge is also drillable. Bullets loss approx 50-60% of its speed and lose a lot of accuracy.  I think this is pretty fun feature in a urban style R/S map.

Weapons you can use to drill; all autos, deagles, ruger and barret.
Again m79 or law will blow your face off if you try. :D

Packed with mappacker...


This is my last ctf_cs/ctf_de map so Avarax you can make that cs mappack if you want! :)
« Last Edit: April 03, 2008, 01:11:38 pm by Maek| »
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Offline Laser Guy

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Re: R/S ctf_cs_compound
« Reply #1 on: April 02, 2008, 02:18:41 pm »
Another great CS map! But is it really yer last cs/de map? Plz make one more :( (ex cs_havana)
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Offline Maek|

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Re: R/S ctf_cs_compound
« Reply #2 on: April 03, 2008, 12:51:42 am »
Isn't it already been made?
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Offline Dairy

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Re: R/S ctf_cs_compound
« Reply #3 on: April 03, 2008, 04:27:39 am »
You re making pretty nice maps. The overview is awesome.

I have one question. Are you making your maps based on Counter-Strike or Counter-Strike Source ...maybe even Condition Zero

Offline Pie

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Re: R/S ctf_cs_compound
« Reply #4 on: April 03, 2008, 05:40:56 am »
I didn't like it too much.
It seems as if the left side has a disadvantage seeing as the players can make it halfway across the map from the right side, before the players on the left can even make it to the first warehouse.
Other than that, it is a good looking map.
Lol, internets.

Offline Maek|

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Re: R/S ctf_cs_compound
« Reply #5 on: April 03, 2008, 06:01:21 am »
Umm, what? I think left team (blue in this case) has advantage in this map. I propably should have marked spawn points in the overview, but anyway red team spawns at those containers on the right side and blue team spawns next to to hostage house. If both teams would run as fast they can to the middle of the map, blue team would be the first. And, blue team can reach to the roof faster, and from there they can run straight through that hole under the right roof(you can see it in the first pic, next to the bridge) And reach enemies extremely fast. Sorry if i write bad english but I hope you understand. You should test play it before commenting like that.
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Offline Pie

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Re: R/S ctf_cs_compound
« Reply #6 on: April 03, 2008, 06:07:50 am »
I DID test play it.
It may of been the players i was playing against, But i just seemed as if my team was disadvantaged.
Also, your other map, i forget what it's called, Port or something is WAAAAAAAY to big imo.
Like i said, it's a good looking map.
Lol, internets.

Offline Maek|

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Re: R/S ctf_cs_compound
« Reply #7 on: April 03, 2008, 07:16:08 am »
What server? And yes, port is maybe too big :D
« Last Edit: April 03, 2008, 07:21:17 am by Maek| »
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Offline -Tri-Edge-

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Re: R/S ctf_cs_compound FIXED
« Reply #8 on: April 05, 2008, 02:14:00 pm »
i uploaded both of your new maps on the server (Hks R/S CS Server), here are some opinions of mine and other players:

- The outlook -  we are used to beautiful look of cs maps made by Avarax, this map's look is a bit too simple and messy (maybe more realistic, but still the look is worse :P)
- The structure - the map's areas are pretty big, but it's pretty empty in there. Very simple structure + loads of capacity doesn't suit together well :/
- The gameplay - thats the strongest part of this map, i had fun playing it. Even when the structure is very simple, it has some nice places to trick around. But everyone says there's too much jet.

I will leave the maps for a week to let people get used to them and then we will decide if they should stay there :)
« Last Edit: April 05, 2008, 02:19:47 pm by -Tri-Edge- »

Offline ~Niko~

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Re: R/S ctf_cs_compound FIXED
« Reply #9 on: April 05, 2008, 02:49:32 pm »
Damn, send it to Leo, maybe he can upload it to his R/S/A server!!  :D

Offline Maek|

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Re: R/S ctf_cs_compound FIXED
« Reply #10 on: April 07, 2008, 12:56:42 pm »
Damn, send it to Leo, maybe he can upload it to his R/S/A server!!  :D
It is already there Niko. Thanks -Tri-Edge-, jets are that high so that blue team can fly to the roof. I got to play these in your server, because ppl in leo's r/s/a are annoying.

Date Posted: April 06, 2008, 04:56:08 am
NEWS: I said earlier that these are my only cs maps, but i changed my mind. I just started making new one, which is not based to any real cs map, but still has that cs feel. Its going to be something like "ctf_cs_containers". Dont worry, its not going to be just a big bunch of containers. : D
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Offline Zabijaka

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Re: R/S ctf_cs_compound FIXED
« Reply #11 on: April 07, 2008, 02:34:44 pm »
Maek| why You dont use transparency ??????? object on second plan need transparecny below 100% (60-80)
Map without this trick is illegibility. Your map needs shadows too.

Look on My last map, transparency and shadows:
http://i27.tinypic.com/73cxz9.png
« Last Edit: April 07, 2008, 02:38:02 pm by Zabijaka »

Offline Maek|

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Re: R/S ctf_cs_compound FIXED
« Reply #12 on: April 08, 2008, 01:54:09 am »
I am using transparency, but not much. And shadows, ill add them to my next map. I was too lazy while making this. : D
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