[CS:S] CS_Shootout

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[CS:S] CS_Shootout

Postby acid on Sat Mar 10, 2012 8:37 pm

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http://www.gamebanana.com/css/mips/1301


This is supposed a mix of mansion's and office's game play. Ts should be able to either put on some music and calmly camp in a moderately campable warehouse or run outside and defend it while shouting racial slurs.

So far I've been fiddling around with this for like 10 hours total since I started yesterday. Only the alpha version of the Ts building and minimal surroundings exist.





Right now, I'm really concerned with the inside lighting. I've tried yellowish, white, greenish and blueish, yellow with blue accents and blue with orange accents but they all look unfitting or boring. I'm starting to think it's because of the bright white textures I've used and I'm wondering how I could make it look better. Any ideas?

Also, hostages are merrily gliding around on the ground when they are supposed to run up the stairs. They slip off the ledge and land on the gravel, then repeat their confused action until I block them. Is that because I placed info_nodes wrongly? And are hostages still using info_nodes instead of the nav mesh?
Last edited by acid on Sat Mar 10, 2012 8:51 pm, edited 1 time in total.
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Re: [CS:S] CS_Shootout

Postby SotaPoika on Sat Mar 10, 2012 8:43 pm

I like it. I just like that style of maps (looks and gameplay wise), had something similar in works back when I thought CSS mapping was cool, until I found NMRiH. :)

Also, you use navmesh for bots/hostages.
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Re: [CS:S] CS_Shootout

Postby joe_rogers_11155 on Sat Mar 10, 2012 8:57 pm

For the lighting, I think it is actually looking pretty good, if somewhat dark and monochromatic inside. There are some upper walkways visible at 0:08 and I think you should string up some dim yellow/orange track lighting underneath those. Leave areas of relative darkness in the corners but give the area some warmth. I think the area could use colored props and/or overlays such as warning posters, a yellow forklift, etc to give it less of a monochromatic look. Or have warm lighting flowing into the large warehouse from elsewhere.

Here's an idea: Cut a window into the room seen at 0:20 (where you shot the vent out) so that people can see into the warehouse from this room. Then fill this small room with relatively bright pale yellow light and that light will flow into the warehouse.

I also think the light_environment is too bright, but I always think that. Experiment all you want.
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Re: [CS:S] CS_Shootout

Postby acid on Sun Mar 11, 2012 7:35 am

I went with lights under the catwalks and later replaced them with these generic light_spot security lights, that does work really well. Thanks :D

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I just finished some simple surroundings, added two more hostages and I guess it would be best to leave the inside like it is and continue with mapping out routes to the house and CT spawn. Maybe I'll be able to update later today.
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Re: [CS:S] CS_Shootout

Postby Sathor on Sun Mar 11, 2012 10:57 am

You should place one or two spotlights. Perhaps both on the corner of that room in the second floor? Have them pointing somewhere on the floor. Might look sexy
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Re: [CS:S] CS_Shootout

Postby Fuzyhead on Sun Mar 11, 2012 1:50 pm

You also could add a red spotlight (or green one for an exit?) somewehre in the corners to get some contrast. Some ropes on the ceiling might also looking good.
Oh, and I can see the edges of sprites from the lamps, you should use different one.
And pls set your settings to high next time :P Those textures are uggly like hell...
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Re: [CS:S] CS_Shootout

Postby joe_rogers_11155 on Sun Mar 11, 2012 2:03 pm

it must be noted that the catwalks seem to serve zero purpose for the building. can you put a doorway to the outside at the end of the catwalk that is closest to the hostages?
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Here's another project of mine... Assault on Overwatch
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Re: [CS:S] CS_Shootout

Postby acid on Sun Mar 11, 2012 5:24 pm

Just wasted like 3 hours solid just on testing different kinds of lighting. I suppose that clouded my judgement because I don't like what its looking like now in retrospect, so I'll just leave the warehouse like it is now and go about adding surroundings and mapping out game play.

Exit signs are in now, looking good - spotlight on ground looked alright until I fiddled around with the rest of the rooms lighting, now I removed them and will have to see if I can add them back in, a door at the catwalk plus an outside catwalk were added too.



No idea how the map would play well - estate style would make it too simple at this point, so I guess I'll have to add more cover on the streets and let CTs advance through other buildings.
I'm also running dry on ideas now because the lighting thing was so frustrating, so I suppose I'll be taking a break today.


Thanks for all this useful and constructive feedback though, I've never seen anything like that.. thanks :D
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