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: spanky on June 01, 2003, 09:26:12 AM

Title: de_escher b3ta
Post by: spanky on June 01, 2003, 09:26:12 AM
yo - seems the mapping bug is a bit contagious atm :D monkey said you guys might be willing to help out b3ta testing my latest creation, and so i've got a pretty rough b3ta version ready for d/l - let me know what you think and if you wanna help out (all b3ta testers will of course be thanked in the release version)

anyway, here are some piccies:

(http://www.downgraded.barrysworld.net/images/banner.jpg) (http://www.downgraded.barrysworld.net/images/escher11.zip)

(http://www.downgraded.barrysworld.net/images/mc01.jpg)

(http://www.downgraded.barrysworld.net/images/mc02.jpg)

(http://www.downgraded.barrysworld.net/images/mc03.jpg)

(http://www.downgraded.barrysworld.net/images/mc04.jpg)

(http://www.downgraded.barrysworld.net/images/mc05.jpg)

there are still a lot of issues with the map in this version, which are being fixed as they're noticed. also my server is very stingy with bandwidth, so if i run out i'll try to talk monkey into mirroring the d/l for me :)

cheers
Title: de_escher b3ta
Post by: Dr Sadako on June 01, 2003, 09:37:14 AM
Looks nice. :D
Title: de_escher b3ta
Post by: Anonymous on June 01, 2003, 10:06:28 AM
Another one to add to my server perhaps? I'll add it to the rotation for ya :-)
Title: de_escher b3ta
Post by: Anonymous on June 01, 2003, 10:49:44 AM
Lovely map. I would love to play some PCS on it - it just screams out "PLAY ME".

Anyway, feedback which is what you asked for.....

The map is called de_escher but the files are called escher11. Will final release filename be "de_escher" in order to "conform"?

On steps leading down to generator room there are a block of 3 or 4 steps missing - you can see through to below the textures and you fall into the little "pit" that is left :(

Bit confusing at T spawn - no way of knowing right way to go. A small "this way to the party" sign might help for us old duffers :-)

Other than that, loved it.
Title: de_escher b3ta
Post by: Anonymous on June 01, 2003, 10:51:32 AM
QuoteAnother one to add to my server perhaps? I'll add it to the rotation for ya :-)
Done!

blueball.deadmen.co.uk:27015
pw "use the old meathook password"
Title: de_escher b3ta
Post by: spanky on June 01, 2003, 12:17:25 PM
QuoteLovely map. I would love to play some PCS on it - it just screams out "PLAY ME".

Anyway, feedback which is what you asked for.....

The map is called de_escher but the files are called escher11. Will final release filename be "de_escher" in order to "conform"?

On steps leading down to generator room there are a block of 3 or 4 steps missing - you can see through to below the textures and you fall into the little "pit" that is left :(

Bit confusing at T spawn - no way of knowing right way to go. A small "this way to the party" sign might help for us old duffers :-)

Other than that, loved it.

thx for the comments :D i'm glad you like it so far, and don't worry about telling me if there's anything you don't like or that seems buggy. anyway:

1: it will be known as de_escher when complete - atm i'm just naming the compiles sequentially
2: could i ask you to take a screenie of this for me plz? entities can sometimes mess up on servers (it looks OK when i run around it on my own, but entities behave differently on different computers)
3: don't worry - it confuses both me and monkey too. atm the T spawn is VERY rough
4: cheers :)
Title: de_escher b3ta
Post by: JB on June 01, 2003, 12:24:27 PM
I didnt find any bugs or anything, but it was a bit wierd being able to walk through the piano, the big iron gates and the statues.
Title: de_escher b3ta
Post by: Anonymous on June 01, 2003, 04:53:32 PM
LOL JB.

Yeah forgot to mention the gates but I assume that is one of the things on your "to-do" list.

Rather than take a screenie I've pm'd my server password to you. Feel free to go have a look.

If escher is not running then type "admin_vote_map escher11" in the console to start a map vote for escher11.

As you get newer beta's just tell me the download link and I'll update my server for you.
Title: de_escher b3ta
Post by: marsvolta on June 01, 2003, 11:07:37 PM
i wanna beta test it
Title: de_escher b3ta
Post by: MAD_ness on June 02, 2003, 08:01:07 AM
looks really nice from the screenshots ...

will d/l it when I get home from work
Title: de_escher b3ta
Post by: FBG on June 02, 2003, 09:39:05 AM
entities that change periodicaly are often due to invalid shapes. usually when you've freeform edited the vertices. That maybe the cause of any inconsitencies.

ALT-p in hammer will reveal these.

hope that solves the problem.

ps, blindingly cool screenies.

shame about the aztec textures outside, but still cool.
Title: de_escher b3ta
Post by: Anonymous on June 02, 2003, 09:39:26 AM
Quotethx for the comments :D i'm glad you like it so far, and don't worry about telling me if there's anything you don't like or that seems buggy. anyway:

1: it will be known as de_escher when complete - atm i'm just naming the compiles sequentially
2: could i ask you to take a screenie of this for me plz? entities can sometimes mess up on servers (it looks OK when i run around it on my own, but entities behave differently on different computers)
3: don't worry - it confuses both me and monkey too. atm the T spawn is VERY rough
4: cheers :)
2: It's not doing it now!! However, I had to restart my server so it may be that it had an old texture in memory when I added the map - dunno, grasping at straws here.
3: It's not rough. It's fine.
5: I have found the ultimate sneaky hiding place. The two balls at the top of the posts by front gates (big picture 2 above) are not solid so you can hide in them, you can see out clearly but no-one can see you :)
6: I know this would require a LOT of extra work but the side corridor with the fallen over wardrobe (big picture 4 above) has open windows. Now, if there were a couple of long ropes for Ts to scramble up that would be a cool side entrance.
7: In the music room (big picture 3 above) you can walk trough the piano and the fire doesn't reduce your hp (toasty!)
Title: de_escher b3ta
Post by: Anonymous on June 02, 2003, 09:44:21 AM
...at the risk of stating the obvious, anyone who wants the map just needs to click on the first image in spanky's post!
Title: de_escher b3ta
Post by: Doorman on June 02, 2003, 10:41:58 AM
It wasn't bloody obvious to me!  :roll: I sat on your server waiting for the download for 36 hours! It was just getting to the end when the map changed. You obviously saw that I was there, so you kindly reset the map so it started all over again, aaaagh! I gave up and went and played somewhere where I can't remember.
Have used that link and d/led in the twinkling of an eye!   :roll:
Title: de_escher b3ta
Post by: spanky on June 02, 2003, 10:54:58 AM
Thanks uber-much for your help so far, BB - it's really appreciated :D

i wanna get another b3ta done before we organise a proper playtest, since i've changed the T rush times. but i'll try and get a few [dg] members organised for a playtest one night later in the week??

thanks again guys - play your cards right and i'll give you an easter egg ;)
Title: de_escher b3ta
Post by: Doorman on June 02, 2003, 11:05:55 AM
Just had a run around the map............Excellent! Any criticisms have already been mentioned. Good job.  :)
Title: de_escher b3ta
Post by: Anonymous on June 02, 2003, 12:55:43 PM
It has a lot of potential for an extremely good PCS style map. Some obvious boundaries and plenty approaches. me likes :)
Title: de_escher b3ta
Post by: spanky on June 06, 2003, 01:34:29 PM
de_escher b3ta 15 is up!

(http://www.downgraded.barrysworld.net/images/banner.jpg) (http://www.downgraded.barrysworld.net/images/escher15.zip)

i think this is virtually complete - i'm hoping there are just some minor graphical glitches and access probs to sort out. a list of stuff i want help with is in the readme.

i've worked very hard to get the r_speeds acceptable, and i've knocked 'em down to about 750 tops (although there is 1 tiny area where they just squeak past 1000), so i'm not doing any more work on reduction now.

BTW - i can texture the floor with PCS limits if you guys work out where the boundaries should be - i can just draw some chalk lines on the floor. let me know what you think

well, time to get pimping...
Title: de_escher b3ta
Post by: Anonymous on June 06, 2003, 07:06:44 PM
My server updated with latest version!  Thanks for the credit to dMw in the text file. Could you please edit our web address to //www.deadmen.co.uk from //www.deadmen.net? Sorry to be picky but I'm like that ... :-)
Title: de_escher b3ta
Post by: Doorman on June 06, 2003, 07:23:31 PM
Still a couple of niggles. The balls on top of the pillars at the gates can be wlaked through. When you are standing on top of that wall it becomes transparent! Pity any poor beggar sneaking up the garder path! The flight of steps leading to the open roof, flicks in and out of vision and it would be nice if you burnt yourself, a la bitterwine, if you jump into the fireplace!
I'm taking it for granted you still want feedback.  :)
Title: de_escher b3ta
Post by: spanky on June 07, 2003, 01:07:25 AM
QuoteMy server updated with latest version! Thanks for the credit to dMw in the text file. Could you please edit our web address to //www.deadmen.co.uk from //www.deadmen.net? Sorry to be picky but I'm like that

done! soz about that...


@ Doorman:

there's still a LOT of access probs with the map so far. b3ta 16 should have all access probs sorted
Title: de_escher b3ta
Post by: spanky on June 07, 2003, 01:33:02 AM
Quote can texture the floor with PCS limits if you guys work out where the boundaries should be - i can just draw some chalk lines on the floor. let me know what you think

would this suggestion be any use? best to say now - i'd be glad to include it, but i won't be able to after release
Title: de_escher b3ta
Post by: TeaLeaf on June 07, 2003, 09:04:38 AM
I would say not, because PCS rules and limits evolve over time and therefore hard-wiring the limits into the map could create problems.  Thanks for the offer though.......but as an alternative, why not put a little 'poster' on the wall somewhere in the map inviting people over to the Deadmen website and Forums to get the ip and pw for the PCS servers?  We could even provide the graphics for you.......

TL.  8)
Title: de_escher b3ta
Post by: Anonymous on June 07, 2003, 09:34:09 AM
Quotedone! soz about that...
Fast work! Cheers :)

Oh just noticed that a private message that I sent to you a week ago is still in my messages outbox on this forum which usually means that you have not seen it. I had PMd the password for my server to you so that you can go in and have a play.  If you select the link to "Private Messages" at the top of the page you should get it OK :)
Title: de_escher b3ta
Post by: TeaLeaf on June 08, 2003, 06:52:10 PM
Had a run through ont he map this morning.  The only other comment I'd add re the texturing etc would be that there appears to be an artifact in the sky, if you take the righthand route from T spawn and head down the slope , stopping immediately before entering the tunnel.  If you look up in the sky there is a small strip of 'grass'.

I like the variety entrances and heights for the building bomb site and the places from which it can be covered.  Not so sure about the power plant bomb site though.  Seems like it could be rushed by Ts and they would stand a pretty good chance of overpowering any defending CTs every time.  Never having played the map as part of a team though I could be wrong  :?

Why not add some windows to help the CTs defend it and then give the Ts access to that roof via a ladder as well from the same side of the building?

The other thing I thought of was that you could make the floor of the 'overhanging' room made of wood so that it could be shot out.  Might be funny if someone was standing on it at the time :)

Also, how about giving access to both the top of the wall (left route from t-spawn) and also making some of the rocks climable (on righthand route) so that a sniping position could be gained to the roof/window area suggested above?

Nice map though and well textured.  No r probs at all, it all ran smoothly (even the the power plant room!).  

Hope you find the comments constructive, you've done a fine job on the map.  

Just my 2 cents......

TL.  8)
Title: de_escher b3ta
Post by: A Twig on June 08, 2003, 08:00:25 PM
Aye ditto what TL said, he beat me to it, the git, nice map, makes mine seem a whole lot less impressive...   :(
Title: de_escher b3ta
Post by: spanky on June 09, 2003, 05:25:21 PM
hokey dokey - been away for the weekend, so haven't done much in the last couple of days.

@ A Twat - thx! if you want any help at all on the mapping front mosey over to our forums (forums.downgraded.net) and post in the general chat section. i'll be glad to answer any questions you have (regarding i know the answer of course :D )

at any rate, keep on trucking ;)

@ TL - great help dude! here we go:

1: right, i'll try to find that bit and block it off

2: about generator room - basically i've tried to design it so that the CTs will win any rush to the gen room. this'll encourage the Ts to try to go round the front (as i think that'll lead to some better fights). admittedly if the Ts do secure the gen room then it'll be hard for the CTs to shift them, but without some serious structural changes i cant phsically fit any more entrances into that room. how this affects gameplay will have to wait until a detailed playtest tho - if it makes it too easy for the CTs then i'll have to think about changing it

3: nice idea - me likes :) i'll put this in the next version (but it may have to be removed if it makes that area too laggy)

4: no-can-do regarding the climbable cliffs, as that will probably lead to too many access/visability problems

5: all comments are helpful, and thanks again :)

@ BB oh yeah - just noticed that! any chance of a playtest 1 evening this week? we could put a bunch of customs on and make a night of it or something

@ TL again: nps - all b3ta-testing clans will get an easter-egg, so on yours i'll mention the PCS details. sound good?

i'm gonna try and get another b3ta compiled before any testing to fix all these (and other :( ) problems. i'll post it here as and when
Title: de_escher b3ta
Post by: TeaLeaf on June 09, 2003, 05:39:58 PM
Quote3: nice idea - me likes :) i'll put this in the next version (but it may have to be removed if it makes that area too laggy)

@ TL again: nps - all b3ta-testing clans will get an easter-egg, so on yours i'll mention the PCS details. sound good?
Spanky - I just re-read my post and my explanation was poor - I was tryingto say windows and roof windows (hence the later reference to a ladder to the roof from that side.  The windows give CTs a better chance of protecting against a T rush to that site, but it is important that the Ts have a route from the back to the roof tops so that the CTs don't have it all their own way.

Yep, an Easter Egg sounds great, just tell me where to find it as I get real grumpy when people hide my chocolate from me  :wink:

I look forward to the next beta......

TL.  8)
Title: de_escher b3ta
Post by: SLoWHaND on June 09, 2003, 06:32:39 PM
An Easter egg eh!
better make it a biggun fella..........theres 30 odd of us to share with :wink:

SLoWHaND
Title: de_escher b3ta
Post by: Anonymous on June 09, 2003, 07:13:21 PM
Quote@ BB oh yeah - just noticed that! any chance of a playtest 1 evening this week? we could put a bunch of customs on and make a night of it or something

i'm gonna try and get another b3ta compiled before any testing to fix all these (and other :( ) problems. i'll post it here as and when
Happy with that, there are a heap of admins can run my server if I'm not around.

Might be an idea to wait for next beta though?
Title: de_escher b3ta
Post by: spanky on June 10, 2003, 08:32:13 PM
yo, another day, another beta !!

http://www.downgraded.barrysworld.net/imag...es/escher16.zip (http://www.downgraded.barrysworld.net/images/escher16.zip)

i'm tryin to get a beta test sorted tonight (tuesday) for de_escher and de_theatre - any of you guys fancy helping out??

i've gotta try and borrow a server for the evening first, so pop along to #downgraded to find out whether i've had any luck :)
Title: de_escher b3ta
Post by: A Twig on June 10, 2003, 08:33:33 PM
Bloody hell you're too keen, why all the betas??? Just finish the bloody map!!  :lol:  :lol:  :lol:
Cant make it Im afraid  :( have to reevviisseee  :evil:
Title: de_escher b3ta
Post by: Anonymous on June 10, 2003, 09:35:29 PM
Quoteyo, another day, another beta !!

http://www.downgraded.barrysworld.net/imag...es/escher16.zip (http://www.downgraded.barrysworld.net/images/escher16.zip)

i'm tryin to get a beta test sorted tonight (tuesday) for de_escher and de_theatre - any of you guys fancy helping out??

i've gotta try and borrow a server for the evening first, so pop along to #downgraded to find out whether i've had any luck :)
Why bother when you can get 7 peeps (plus me) on my server :-)

Mapcycle now:

de_cablecanyon
de_escher16
de_icering
de_theatre_a8
Title: de_escher b3ta
Post by: spanky on June 11, 2003, 03:42:07 AM
(http://www.downgraded.barrysworld.net/images/egg1.jpg)

^ this ain't gonna appear until beta 17 (cos i only just textured it)

enough for 30+ people? :D
Title: de_escher b3ta
Post by: TeaLeaf on June 11, 2003, 07:59:09 AM
We ought to try and throw you the Deadmen Walking logo instead of the Deadmen Talking logo - Smite, can you oblige m8?

Artefact in the sky above the tunnel entrance is still there.

Timings:

T spawn to gates about 16 secs
CT spawn to gates about 18 secs (i.e. they are at the steps as the Ts come in through the gates).

This seems a reasonable balance as Ts will be able to fire at CTs as they come around the side of the house, but CTS have the option of going into the house at the rear to then provide cover form there.  Inevitably CTs will lose some manpower defending the front from a quick bomb plant at the outside site, but they can also get down and around to defend the power room.  Playing testing would confirm whether or not this theory holds up.

T spawn to power room 18secs
CT spawn to power room about 8 seconds.

This latter one worries me and completely changes my previous thoughts of a T-rush to the power room being successful (note to beta testers:  always play test a map from both spawns!).  Which T would want to go to the power room when they know a CT can get into a defensive position at the tunnel t-junction only 4 seconds from spawn?  Even if they get past that they then enter a one entrance room (they cannot get to the other entrance so it is to all intents and purposes a one entrance room) in which the CTs will have had at least 8 seconds to prepare for an attack.  I think a fairly chunky change needs to be made here to allow Ts some incentive to use this righthand route, otherwise I fear that this map will play as an almost exclusive 'rush left' for Ts.

The windows in the power room theory might help, so long as the Ts have access to the roof and windows via a different route from spawn.  They need to be able to get there before any CTs can gain height by going up onto the roof of the main building area, or for there to be some visual obstruction so that a roof top CT cannot pick off the Ts at the windows.

I like the sniper points at the roof level, but I do not think they will come into play as by the time you get to them the other team has passed through the choke points.

Can you make any changes to that power room route spanky?  I hope my comments are helpful.

TL.  8)
Title: de_escher b3ta
Post by: smite on June 11, 2003, 10:13:37 AM
Ill have a look tonight TL.
Title: de_escher b3ta
Post by: spanky on June 11, 2003, 01:38:13 PM
thx again for your time TL - mucho appreciated!

about the power room. i (personally) don't think the short rush time for the CTs is a problem, for a couple of reasons:

1: think de_dust - the CTs spawn at 1 of the bombsites
2: if the CTs are silly enough to all rush the house leaving the power room unguarded, the Ts pick up an easy win
3: of course, the Ts would have to be pretty silly to try a rush straight on the power room 'cos the CTs will always have the advantage

now - this leads me to my next point, namely that i want the power room to be viewed as a last-ditch option for both teams:

1: i don't want the CTs to just rush it and camp it (this will never happen due to the fact that the Ts can just go round the front)
2: i don't want the Ts to see it as a viable option until the later stages of a round

now, my reasoning behind this is quite selfish - namely i spent bloody hours mapping the house and i want the dynamics of the gameplay to mean it's used for most of the battles, 'cos i want other people to see how sexeh it looks !!!

of course there is the very real problem of what happens if the bomber slips through the net and gets to the power room - the answer to this is that (very probably) the Ts will pick up an easy victory

1: but this is a valid victory, and will show some real skill on behalf of the T team
2: also the CTs will very quickly learn that they have to split their team - half guarding the power room, the others rushing the gates

all this is, of course, completely hypothetical, and will only be proved or discredited by an exhaustive 6v6 playtest. if the scores are like 12-0 to either team then i'll have to seriously consider opening up the power room some more, or moving the CT spawn site

but atm i've given the dynamics a LOT of thought (whole evenings spent with just me and a stop-watch!!) and i like the way that to stand a chance the CTs will almost definately have to split up

it'll probably end up that this map is very biased for public play (to the Ts), but hopefully fairer in clan-based play when tactics are considered (which is an idea i like - who cares about publics?? :) )

sorry for the essay, and i hope i don't sound as if i'm just discrediting yout suggestions TL (i'm not!!) but i wanna see how it plays before making structural changes (like adding windows etc)

post me a graphic you want used in the egg to fatalkey_0x033 at hotmail.com

cheers guys!
Title: de_escher b3ta
Post by: Anonymous on June 11, 2003, 05:54:08 PM
All good points. I think you hit the nail on the head when you say we will know more after some serious play time. Time? Sorry I meant testing :-)
Title: de_escher b3ta
Post by: smite on June 11, 2003, 05:56:24 PM
Theres this that i made many moons ago ...is it wat ur after.
http://www.smitethee.co.uk/images/deadmenw...gtshirtlogo.jpg (http://www.smitethee.co.uk/images/deadmenwalkingtshirtlogo.jpg)
Title: de_escher b3ta
Post by: TeaLeaf on June 11, 2003, 06:37:22 PM
That was it!  :D