Dead Men Walking

Forum Archive 2023 => Counter-Strike: Source => Games of old that no longer float our boat........ => dMw Gaming => Gaming Archive => CS Mapping & Modelling => Topic started by: A Twig on May 11, 2003, 06:35:20 PM

Title: de_cablecanyon
Post by: A Twig on May 11, 2003, 06:35:20 PM
Ok, the beta of my map, de_cablecanyon is almost finished. It is very basic in terms of all outside areas are flat, and lighting and texturing is still somewhat basic etc etc, and I am in the process of adding buyzones and bomb sites etc, but I am almost there. I will put the beta up for download in the next few days. If people can download it and just have a walkaround it, and then give any suggestions/criticisms, that would be great, but only on the gameplay side, not on the aesthetics as I am well aware that it doesn't look too great at the mo!!!  :D
Oh and if anone can suggest a better name as well that would be nice!
Title: de_cablecanyon
Post by: Anonymous on May 11, 2003, 08:02:42 PM
CableCanyon sounds kinda OK tbh!
Title: de_cablecanyon
Post by: A Twig on May 13, 2003, 05:26:49 PM
Ok, jus touching up a few errors and putting in some basic lighting, then I will post the download link for the map, if all goes to plan (which it never does) the map will be up by Friday.
Title: de_cablecanyon
Post by: A Twig on May 15, 2003, 06:23:35 PM
Ok, all done on the beta of the map, apart from one not so small thing. I only have one bombsite, so at the moment the map isn't very tactical. I'll post the map up and then any suggestions as to where the second one should be would be very helpful!
Title: de_cablecanyon
Post by: A Twig on May 19, 2003, 11:15:40 AM
The beta map is now availiable from http://www.parishofbisleyandwestend.com/de...cablecanyon.zip (http://www.parishofbisleyandwestend.com/de_cablecanyon.zip)

All feedback to be posted here or e-mailed to me!
Title: de_cablecanyon
Post by: Dr Sadako on May 19, 2003, 11:21:41 AM
:D
Title: de_cablecanyon
Post by: A Twig on May 19, 2003, 11:32:33 AM
Oh, some of the texturing is a bit odd, like a couple of doors are made out of brick, but I'm just compiling it at the moment.
Title: de_cablecanyon
Post by: suicidal_monkey on May 19, 2003, 12:04:59 PM
Silly people posting links before they're live :smokin:
You have to keep the excitement under control :roll:
I might forget it later on... 8O
Title: de_cablecanyon
Post by: A Twig on May 19, 2003, 12:18:36 PM
Should work now!  :D
Title: de_cablecanyon
Post by: A Twig on May 19, 2003, 12:21:16 PM
OOps, just found a couple of glaring errors, am correcting them and re-compiling as we speak! Oh and once again, I am aware of craply textured stuff, this is purely a game play test, Ill try and get BB to put it on his server for a bit!
*kicks BB*  :D
Title: de_cablecanyon
Post by: A Twig on May 19, 2003, 06:20:34 PM
OK, beta 2 is up now!
Feedback I would like:
Lighting
Sewers
General Gameplay and team bias
Title: de_cablecanyon
Post by: Anonymous on May 19, 2003, 07:25:44 PM
QuoteOOps, just found a couple of glaring errors, am correcting them and re-compiling as we speak! Oh and once again, I am aware of craply textured stuff, this is purely a game play test, Ill try and get BB to put it on his server for a bit!
*kicks BB* :D
Should be available on blueball.deadmen.co.uk:27015 later tonight
password is the old meathook password - I don't really wanna post it here.
Title: de_cablecanyon
Post by: Anonymous on May 19, 2003, 07:33:43 PM
Game on!

Go! Go! Go! Go! Go! Go! Go! Go! Go! Go!

Remember you can type "admin_vote_map de_cablecanyon" to start a map vote if de_cablecanyon is not currently playing.

The current map cycle is:

cs_assault2k
cs_assault_smd_v2
cs_assault_ttm
cs_assault_upc
cs_cityassault_final
cs_1337_assault
cs_winter_assault
de_cablecanyon

GL & HF
Title: de_cablecanyon
Post by: A Twig on May 19, 2003, 08:39:56 PM
What's the frickin pw????
Title: de_cablecanyon
Post by: Anonymous on May 19, 2003, 09:53:42 PM
QuoteWhat's the frickin pw????
Ah! That's the secret word you have to enter before you can join my server to play your map  :twisted:


PS I've PMd it to you
Title: de_cablecanyon
Post by: A Twig on May 19, 2003, 10:07:17 PM
Sorry for the bugginess, I compiled the wrong file. The improved version will be up for DL sometime 2mrw
Title: de_cablecanyon
Post by: Anonymous on May 19, 2003, 11:05:56 PM
Good fun. 'twas only 2 v 2 but I enjoyed it. POints that need addressing:

1. Sewer entrance at back of CT spawn - too difficult to get into
2. CT and T spawn areas, need some cover on the wide open areas otherwise it will be an AWM fest
3. Could do with a ladder out of water at CT side
4. What is purpose of room to rear left of CT spawn (the one you have to duck to get down the steps into)?
5. Could you raise the "roof" a bit. When you get up on cablecar and then roof the sky is too close and you cannot move properly.
6. Gameplay seemed, surprisingly, balanced (or were we all equally crap).
7. Could we have some light at each end of the tunnel (not a lot but just a little. If you do add light it may be worth putting a bend in the tunnel so it is not AWP alley!
8. Loved the exploding wall especially when I shot it out, blew away JB and Doorman, defused the bomb and then went home for tea and medals! Fry me a kipper :-)
9. Sometimes the cable cars do not move after you press the switch. Reminded me of the truck in de_Roadhouse!

I think you have a good future in map design. I realise that it is a very early beta of map and a lot of work still remains but well done for making the effort. Looking forward to more versions. I'll happily host them for you.
Title: de_cablecanyon
Post by: Doorman on May 19, 2003, 11:20:55 PM
Pretty much what he /l said. Hats off to you whipper snapper good job.
Title: de_cablecanyon
Post by: Red_Thunder on May 20, 2003, 09:53:21 AM
Yeah looks good all you need to do is make sure the :

Textures are sorted :P

and that alll the brushes meet i spotted alot of gaps u are prob aware of
like in the water underground near ct spawn , tiny tint litttle gaps letting small amounts of light through , making it look weird + view distance is to big at one point making it smudge.

but well done with the map , and u got some decent view distances
and the cable cars are nice :D i like how u can run across the wire it runs on , maybe makie it electric or something :P

Cheers :D

Red Thunder
Title: de_cablecanyon
Post by: Anonymous on May 20, 2003, 10:05:58 AM
Might be interesting to have the 2 spawn areas either higher or lower than the central bomb area. Switching which was higher (spawns or bomb sites) could completely change the way the map plays. Might also be interesting to allow a ladder up to bomb site from the left hand water side as you look from T spawn. Would open up the central area a lot.

As it is called CableCanyon you could even lose the water and put bushes and rocks in instead which would make it look "canyonish" if there is such a word ;-)

Oh yes, the gaps in the textures but I guess that's been covered. :-)
Title: de_cablecanyon
Post by: A Twig on May 20, 2003, 10:21:19 AM
I thought about getting rid of the water, but the water is what makes it so different from all the other CS maps.
Also, it would make the map far less flexible, i.e. very little cover in the canyons, difficult for stealth approaches etc.
But then again at least you wouldnt drown so much eh BB?  :D
Yeah, reason I left the sewers so dark was because someone was complaining about there are no dark areas in CS anymore and that NVGs are underused. Im not going to make many lighting changes to the sewers but I will expand them so one coes up in the middle island somewhere. Ill put a red spotlight at every junction as before, and see how that goes, as that will light it up more anyways.
I've corrected pretty much all the brush alignment errors, and fixed the skybox. I'll put a few trees and things up on the open ground for cover, and then put it up for download again.
Cheers for the feedback pple!  :D
Title: de_cablecanyon
Post by: Anonymous on May 20, 2003, 11:59:53 AM
I'd still love to see the spawn areas on a different height to bomb area. I believe that it would completely change the way the map plays. One step at a time I suppose :-)

Mmmm, NVGs! Can't remember the last time I bought/used them. Forgot they even existed TBH :-)
Title: de_cablecanyon
Post by: Red_Thunder on May 20, 2003, 12:54:52 PM
lol if u want a dark map why didnt u ask me already , i made one a while ago :D called cs_nightin_cuchi - based on viet cong tunnel warfare :P kinda

if someone wants to upload it for me u can see how dangerous the dark can really be.

btw there is some light :D , that would justb be stupid ;)

Cheers

Dan
Red Thunder
Title: de_cablecanyon
Post by: A Twig on May 20, 2003, 01:46:14 PM
What exactly do you mean by different height to bomb area? I could put the spawns in the lower rooms of the cable car stations? And is another bombsite needed or is the one ok???
lol, what size is your vietcong map? E-mail it to me at webmasteratparishofbisleyandwestend.com and I'll have a look at uploading it.
Cheers for the feedback, and I've ironed out pretty much all the ladder probs as well.
Title: de_cablecanyon
Post by: Anonymous on May 20, 2003, 03:07:56 PM
I mean the Spawn Areas could be on top of high ground and bomb area in middle is on lower lying ground (or vice versa) so that cable cars had to go up/down to reach other sites. This would add a certain "level" of interest I'm sure (please excuse the terrible pun)

Depending on whether spawn or bomb was higher would completely change the way you had to play the map.
Title: de_cablecanyon
Post by: suicidal_monkey on May 20, 2003, 07:06:26 PM
yeah, I was kind of expecting the cable car to be going up a mountain myself :) A la James bond (the big Jaws fight...) with the 2 cable cars. Dunno how you'd want to cope with the huge outdoor area though. Would need to break it up somehow though as the hl engine is useless at big open spaces. Maybe use the skybox texture to draw a canyon-like scene and kill anyone who fell out of the car :D

If you start a cable car going and then hit the button again the car stops dead, still making the noise of movement until you hit the button again to start it. You cant seem to stop it and make it come back along its path. I remember halflife and buttons being rather frustrating though...

Perhaps change the name unless you are sticking a canyon in it? Is the map based on anything you've seen anywhere?
Title: de_cablecanyon
Post by: A Twig on May 20, 2003, 07:23:34 PM
Erm, ok, Im not to keen on altering the cable cars, cos I don't really know how it works, and if it all broke I'd be screwed.
If you have the spawn points higher, it'll just lead to a couple of snipers ruling the bomb area, unless I really changed the central island, which is a lotta work!
I'm going to put in more ways to access the central island, using sewers, sewage outlets into the water etc etc, and I was thinking of including an underwater bombsite??? Any thoughts on this?
I don't really want to make the map much larger, as it takes long enough to compile as it is, and besides, there will be plenty of room and options once the sewers are finished. Any other ideas? This feedback is hugely appreciated, when I'm mapping for Valve I'll remember you!  :D
Title: de_cablecanyon
Post by: suicidal_monkey on May 20, 2003, 09:27:20 PM
I was messing around with the hammer editor and knocked up a simple (but large area'd) cable car thingy. I cant be bothered to work out how to manage the buttons so they dont do unexpected things to the car tho...

It's a titchy download and I didnt let it run vis or rad in order to keep the compile time under 5 seconds :D
http://www.jamena.pwp.blueyonder.co.uk/fil...es/cablecar.zip (http://www.jamena.pwp.blueyonder.co.uk/files/cablecar.zip)

N.B. this is just an example thing and I think theres only one spawn point for a CT atm. no bombzone or hostages :roll:
Title: de_cablecanyon
Post by: A Twig on May 21, 2003, 04:29:47 PM
Yeah, I've looked into the button probs, and there is quite frankly bugger all you can do about it, tis the HL engine. I'm still tweaking the map at the mo, and putting in more cover, I'll let you know when beta 3 is up!
Title: de_cablecanyon
Post by: TeaLeaf on May 21, 2003, 05:33:49 PM
QuoteI was thinking of including an underwater bombsite??? Any thoughts on this?
One of my first thoughts when I took a swim on the map was why not have a bomb site on the glass window next to CT spawn?  Blow the window, flood the CT area and win the map..........kinda cool  :D   You'd need to move the window to the central area though I think, then lower the surround so that a flood could occur etc......have a think though

TL.  8)
Title: de_cablecanyon
Post by: smite on May 21, 2003, 05:42:11 PM
The halflife engine cannot flood anything..
You can make a water brush that is just a water block with nothing around it  :cry:  :cry:
Title: de_cablecanyon
Post by: TeaLeaf on May 21, 2003, 05:45:39 PM
The rat maps manage to squeeze in some flooding, so it is catered for within the engine ........I know the actually rendering and animation is not exactly torrent like (more like a rising blue curtain), but wouldn't that do?

TL.  8)
Title: de_cablecanyon
Post by: smite on May 21, 2003, 05:50:13 PM
Bugger me dint think ya could flood ...sorry im wrong.

Which rats map floods??
Title: de_cablecanyon
Post by: A Twig on May 21, 2003, 06:42:24 PM
Yeah, but how would I go about setting that up? It'd have to be some kind of scripted event, using a func_trigger, but what would it be? An underwater BS could be a laugh, can u defuse before u drown? etc etc  :D
I'll have a look at the rat map thingy and see if I can work out how they did it
Title: de_cablecanyon
Post by: FBG on May 22, 2003, 01:24:50 PM
probably a water brush on a lift object.
Title: de_cablecanyon
Post by: A Twig on May 22, 2003, 02:59:10 PM
Cunning, how would I manage to get that to move through the floor though? :?:
Title: de_cablecanyon
Post by: suicidal_monkey on May 22, 2003, 03:03:09 PM
halflife has this useful bug where walls (even if said wall consists of water...) can be moved through eachother ;)
Title: de_cablecanyon
Post by: A Twig on May 22, 2003, 03:06:17 PM
Fantastic, so All I would do is stick a large square water brush on a lift under the floor, with a func_trigger, and when activated, the lift would raise the water brush so that it filled the room.
Superbius, I just need to remember where I was going to use it now!  :D