WIP CSS map - Updated April 21

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Re: WIP CSS map - Updated July 26th

Postby cdxx on Sun Jul 26, 2009 10:28 pm

ok, haven't had too much time to work on this but I made some changes to the tunnel. It still needs work but at least it's coming together.

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Re: WIP CSS map - Updated July 26th

Postby Zipfinator on Sun Jul 26, 2009 10:48 pm

Looking good. You can delete the top lights though, they look out of place and it looks like the side lights would light it fine anyway.
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Re: WIP CSS map - Updated July 26th

Postby Jman on Sun Jul 26, 2009 11:00 pm

Zipfinator wrote:Looking good. You can delete the top lights though, they look out of place and it looks like the side lights would light it fine anyway.

Yeah they seem out of place as lights though there should be something there.
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Re: WIP CSS map - Updated July 26th

Postby Graph on Thu Jul 30, 2009 2:56 am

Looks Fukin' Great!!
Keep up the good work :D
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Re: WIP CSS map - Updated July 26th

Postby MayheM on Thu Jul 30, 2009 3:39 pm

Holy crap man, those tunnels are Pimp!!! Great work!
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Re: WIP CSS map - Updated July 26th

Postby ixin on Thu Jul 30, 2009 6:03 pm

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Re: WIP CSS map - Updated July 26th

Postby cdxx on Fri Jul 31, 2009 12:29 am

seems like the tunnel is a hit for the most part. I may have to reconsider making my lhc mod sometime ;-)

@ixin: I agree, I don't have to put anything in there, but I feel I have to for sake of gameplay. I don't want that tunnel to be a snipers paradise. Plus that route is pretty direct so in order for me to cut it up, I feel I have to add some cover to slow it down. I was thinking about adding some rafters and giving it an "under construction" feel. It's way too clean atm...

hopefully I can find more time to work on this over the weekend.
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Re: WIP CSS map - Updated July 26th

Postby Graph on Fri Nov 20, 2009 8:15 pm

Is this map making any progress?
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Re: WIP CSS map - Updated April 21st 2010

Postby cdxx on Wed Apr 21, 2010 8:49 am

It's been a while, but I started working on my latest map once again. I scrapped the rocket/lauchpad theme and am going with a chemical / bio weapon factory instead; the rocket theme just didn't fit into the layout. Anyway, I still have lots to do as you'll see, but I put together a little run-through to give everyone a pulse on where it's at.

I'm going to say it's around 35 to 40 % complete but nonetheless I still think I can have it finished and ready for beta in the next month or 2 given that I can put at least 30 min to and hour a day on it.

name and other suggestions / comments are welcome. I'm leaning towards de_chemlab though...



here's the first test videos for comparison.

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Re: WIP CSS map - Updated April 21

Postby SpikeMeister on Sat Apr 24, 2010 3:05 am

That's really nice. It has a sort of Mirror's Edge-y feel
You're doing it wrong.
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Re: WIP CSS map - Updated April 21

Postby jgoodroad on Sat Apr 24, 2010 3:12 am

perhaps you should be thinking of some betatesting, so you don't map yourself into a gameplay pitfall.
===[]"

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Re: WIP CSS map - Updated April 21

Postby spare8ball on Sat Apr 24, 2010 3:52 am

Looks really good. Also looks like a heaven for awpers. The whole scale of the place seems a little large to me but other than that it looks great.
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Re: WIP CSS map - Updated April 21

Postby mookie on Sat Apr 24, 2010 3:55 pm

It's tough to say for sure from that; it looks to me like the size of the map is good in terms of how long it takes to get from A to B, but the map does feel too big. Too much dead walkable space and not enough unplayable/void space.

Bombsite B itself looks very large and empty. Maybe the left side of it (from stairs) could be turned into some kind of raised area (or the site itself could be lowered to leave this area up) and some pillars/walls/much larger objects could provide some cover on the near and far right corners.

It seems like the vertical variation is too severe, forcing all your stairways (and ladders!) to be very long. The stairs in front of bombsite A are much longer than I'd expect to see in any map. And it seems like other than these huge changes, there is very little vertical variation at all.

The tunnel seems too wide and a little too isolated (T end seems very far from the other bombsite). It looks nice but right now it seems like a dead area for gameplay. Crates and a forklift are not going to cut it here, what you really need are some deep (64+) holes cut into the walls (maybe for unusable doors leading off to wherever), or very large stanchions in the middle of the tunnel. If two or three doors connected together on one side that might be even better.

The hallway at the far left end from T spawn looks cool, but the way it's so far out there (on the T spawn side) makes me think it's pretty much extraneous. If you're at the bottom of the stairs and you go this way, you're pretty much running away from the entire map.

Graphically, the cold blue/grey feels like it's been overdone.

If you're thinking de_chemlab, why not de_chemical instead?
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Re: WIP CSS map - Updated April 21

Postby jgoodroad on Sat Apr 24, 2010 4:53 pm

it needs more landmarks, some areas look too much alike, and for a chemlab this doesn't seem to have any major characteristics of one, may I suggest placing some major landmarks at the bomb sites, like a giant silo at B, or some barrels, you also need more brush based cover (as stated before) and some more interesting architecture, you also need to fix the stairs leading from CT spawn to the tunnels
===[]"

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Re: WIP CSS map - Updated April 21

Postby [JFG]Propaganda on Sat Apr 24, 2010 5:08 pm

This looks promising, has a seasonish feel to it, which is good. Game play is always key, eye candy should be your second consideration. Instead of chemlab why don't you pick something like whatever the chemical is like de_acid or de_corrosive or something like that?
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