Aim_WesternDuel | My First

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Aim_WesternDuel | My First

Postby evochinima on Sat Nov 07, 2009 9:49 pm

Hi! After watching numerous wild-west movies for a schoolproject, i felt that i wanted to bring the classic duel system into CS:S. I don't know if this has been done earlier, i hope not :roll:

Now, after smashing an endless amount of bugs and spending far too much time on this, I've managed to create a fairly stable release. It's not what i first planned by far, though.

As stated in title; this is my first map :)

Here comes a few pics from the latest release;

Above view
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CT Spawn
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T Spawn
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*Outdated*
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The 'arena'
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Here's a list of all bugs known to me, if you find any more please let me know :smt023
    -Spawn arena trigger_push do not stop pushing
    -Being alone in an area (Western / regular)
    -Sounds playing everywhere, even tho the flag isn't checked.

The map WILL crash in the final western arena. Project put on hold until i've solved this.


Here's a download link for playtesting (Outdated):
http://rapidshare.com/files/303797145/aim_westernduel_publicbeta.bsp.html
http://www.megaupload.com/?d=NT38GI8E

I'd love to hear your thoughts about this! :wink:

Thanks,
evochinima
Last edited by evochinima on Fri Nov 13, 2009 7:11 pm, edited 14 times in total.
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Re: Aim_WesterDuel | My First

Postby Armageddon on Sat Nov 07, 2009 10:15 pm

Looks cool.
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Re: Aim_WesternDuel | My First

Postby Kvackabill on Sun Nov 08, 2009 12:42 am

it looks good!
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Re: Aim_WesternDuel | My First

Postby evochinima on Sun Nov 08, 2009 2:34 pm

Thanks Kvack and arma.

But comon lopers, over 100 views and only 2 responses? I know you can do better than this :roll:
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Re: Aim_WesternDuel | My First

Postby Phott on Sun Nov 08, 2009 2:45 pm

evochinima wrote:But comon lopers, over 100 views and only 2 responses? I know you can do better than this :roll:

CSS maps are not really the most interesting thing here, when I saw this I thought just like in most CSS posts here: "Oh look.. Another CSS map."
I didn't post because I have no comments on this.
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Re: Aim_WesternDuel | My First

Postby Major Banter on Sun Nov 08, 2009 3:03 pm

Righty then, Mr "I want teh reviews"

Screen one: Very nice, but the lighting is too Portal. Change it, seriously; I looked at it and thought 'wtf? CSS/Portal?'. Aside from that the actual structure looks good - although some of those drops look like players with 1hp could be penalised for trying to hurry.

Screen two: The blue is too harsh to contrast effectively with the brown, but I find the lighting in this room much more effective. Lighten the blue and let it spill out of those side-panel recesses a little. NOTE! I just noticed it's there to show that you're on the CT side. Just let it spill out a little. Those combine posters need to go; they make no logical sense.

Screen three: Same as before.

Screen four: Skybox is awful, and the buildings very plain. Get some posters in there! There's plenty of blank, unreadable poster decals; don't use City 17 stuff. Get some hitching posts and stuff in. Check this out.
http://www.gameogre.com/reviewdirectory/upload/Wild%20West%20Online.jpg
Even as a low-res online game it looks very, very good. Lots of low-level windows and the like, and some Wild West props. See if you can't get someone to run you up a few models if you want this map to go far.

Screen five: I really like for some reason. It's perfectly fine.

In any case, people respond better when you type less and just give an overview and a download link. Don't really need a fixed bug list, just ones that NEED fixing, and you could do with condensing your overview. Apart from that, it's really good work, and I look forward to the improved instalment!
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Re: Aim_WesternDuel | My First

Postby evochinima on Sun Nov 08, 2009 3:28 pm

Thanks for the reply :smt023 I agree that the post may be too long. So it has been reduced to pics, bugs and downloadlink.

The player is unable to drop from those spots. I made it so because it's the location the player arrives to after winning a fight. And they stay there until all players in the team have fought. When it comes to lightning, i presume you mean the brown/orange theme? I dont know what i should replace it with tbh, but ill think of it :) As for letting the Blue/Red spill out; i've tried, but they tend to dominate the opposite wall. I tried max distance and 0/50% falloff etc but i couldnt restrict their range in any way. Worth saying though is that im a noob :roll:

The western part, well, yes. I agree with everything you say, really. Didnt think of low-level windows actually, ill implement some right away :)
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Re: Aim_WesternDuel | My First

Postby Major Banter on Sun Nov 08, 2009 3:48 pm

The light spill could be achieve with well placed light_spots. If you point one at the general area around the 'box' of light, set the brightness relatively low and tweak the inner/outer angles, you should get a good effect. A light doesn't have to be blatantly linked to a source to look good.

A slightly better idea is to angle the light spot from in the recess, creating a nice little cone on the floor. Just a thought!
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Re: Aim_WesternDuel | My First

Postby evochinima on Mon Feb 18, 2013 9:45 am

Havent been here for years. Too bad this map was lost somewhere along the line, wanted to convert it to CS:GO :/
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