CS Airport

Reveal what you have made so far and get feedback on development.

CS Airport

Postby TheSmokster on Sat Apr 16, 2005 11:50 pm

Quite a few updates made...

Still a work-in-progress but its coming on nice...

Get the latest revision (F): http://homepage.ntlworld.com/steve.kelly/CS/cs_airport%20rF.zip

Now has:

Working conveyor belt
Live rotating security camera (took ****ing ages to work that one out!!)
Numerous brush (thats walls, floors, ceilings etc...) work
Reworked layout
Vent access
Toggable doors/shutters
New props added
Several new ambient sounds by triggered actions
Moved CT spawn for better balance

To name a few things...

As always, any feedback/suggestions would be GREATLY appreciated
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Postby Cr4ig on Sun Apr 17, 2005 12:19 am

Screenshots please.
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Postby TheSmokster on Sun Apr 17, 2005 12:59 pm

Sorry guys/gals

Piccies as requested :wink:

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:D :D
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Postby Serever on Sun Apr 17, 2005 1:03 pm

looks pretty sexxah!

skybox doesnt suit the light_environment tho. need brighter light_environment (or darker sky).

ill go test now and get back to ya
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Postby TheSmokster on Sun Apr 17, 2005 1:13 pm

Muchos muchos gracias amigo :D

Feedback/suggestions more than welcome, remember, this is me first map so i'm still learning!! But any help offered is always welcome :wink:
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Postby Spas12 on Sun Apr 17, 2005 2:34 pm

Ehhhh... not bad. i played it b4 u posted the screens so heres what i think:

the lighting is a little dark, could add some more spotlights or make the lights brighter, the doors are a little big, like the size of one of the doors is like almost the same size as the big hallway. there are also a lot of unused rooms, might wanna take them out. Make the vending mahcine spit out cans. and the terrorists have a MUCH better advantage in this map, they can get to the hostages in literally 30 seconds.
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Postby TheSmokster on Sun Apr 17, 2005 2:46 pm

Ref the terrorists getting to hostages quickly, what about it? CS maps are designed so the T's pretty much camp the hostages, what about CS_Office for example, the Ts spawn next to the Hostages...

The T's in this map can either camp or rush several ways to intercept the CT

And the CT have 3 ways of entering hostage rooms via main lounge, back shutters or vents.

Pretty balanced if you ask me :D

There some lighting work i know i need to work on, can't be fudged to make the vending machines spit out cans... whats the point.

When you say Doors, you mean the sliding doors, these are meant to be big!! the normal "wood" doors are as per the dev texture dimensions

Thanks for the feedback tho

:wink:
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Postby Spas12 on Sun Apr 17, 2005 3:02 pm

Not the sliding doors but some of the other doors near the bottom floor near the conveyer belt thing.
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Postby RabidGoat on Sun Apr 17, 2005 5:43 pm

Image

It looks like it is coming along well. May I suggest breaking up wide open corridors and stairways like the one above with a railing going down the middle of the stairs? and then railings on each side? Also maybe planters of some sort in the wide, straight hallways. Might provide more places for cover, and help it look a bit more realistic.

Keep up the good work!
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Postby slayera on Sun Apr 17, 2005 6:26 pm

Looking nice. Looks likes it will be a fun map to play.
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Postby slayera on Sun Apr 17, 2005 6:26 pm

Looking nice. Looks likes it will be a fun map to play.
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Postby YokaI on Sun Apr 17, 2005 10:59 pm

slayera wrote:Looking nice. Looks likes it will be a fun map to play.


^^ DP

anyway, yup, pretty nice

1 question : Why use a texture when you can use a model? for the lights i mean?
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