Whitey and I have been working on a hostage rescue map that for the time being is named cs_rescue. Some of you have seen it on Baltar or MH.
The map has three random spawn points for each of the four hostages that are placed on three different levels. In the center of the map there is a working elevator.
- The textures are not finished yet. We aim for >90% custom textures on the map. Atm we have used a mix of standard and custom textures.
- The map is not populated with many props yet as we have focused on the layout and sorting technical problems e.g. elevator and random hostages. There will be more props and thus more places to hide and defend.
- No sound have been added yet.
- Lighting is not finished yet in all areas but you get a general idea of things.
- Hostage nav file is not optimized but we know how to do it. However, you need to make a new nav file for every new build and sometimes we just don't bother. The build of the nav file is much longer than the build of the map.
- We have aimed to keep the FPS as high as possible and so far it is looking good.
If you have any ideas regarding the map please post here.
Thanks
TBH i really, really liked that map and actually enjoyed playing it,
I already have a git spot (snokio still didnt learn after the 1st time although death did) maybe we can play this a little more often as you make the tweaks...
I think it was already mentioned of maybe adding a vent somewhere in the map, and to try and even it up as it does seem to be a T bias'd map (but then we did have Butta and r@nger (r@nger) to hide may lack of skill (both in witt and playing the game)
looked nice and was fun to play, lots of sneaky spots and close combat shooting!
maybe a little t biased because there are so many places to just hide and pick ct's off as they come past (i.e the middle room).
maybe a vent overhead leading into the top or middle hostage room would give ct's abit more help? or change the ct spawn point like someone suggested :)
tis nice! :D
I have not played it, so I will just comment to the overhead vent: 1 is not enaf, you can see it in cs_assault for exmpale, that is is very easy for T to just ambush whoever drops down near the hossies.
EDIT: I went over it (no one to play with rigth now) and it seems too "built" for, and not like a "natural" neighborhood; also a bit dark for my tase.
BTW, what ever happened to the chinahouse map?
Quote from: Le Rouge;227943I have not played it, so I will just comment to the overhead vent: 1 is not enaf, you can see it in cs_assault for exmpale, that is is very easy for T to just ambush whoever drops down near the hossies.
EDIT: I went over it (no one to play with rigth now) and it seems too "built" for, and not like a "natural" neighborhood; also a bit dark for my tase.
BTW, what ever happened to the chinahouse map?
The map isn't even in beta status yet. We are more concerned about the layout of the map at the moment than the look of it. A lot of the textures on build 20 will be changed before the final release and the lighting is not done, we also have a lot of props to add to give it the more "natural" look :)
I've changed a lot since last night and build 21 will be available for testing soon. The routes from T and CT spawn to the main junction point have been extended and changed slightly, more props have been added as well as some sounds.
I liked the map, and yes, G found a very sweet Git spot which i fell for a couple of times, my suggestions as follows:
> Smoke to cover the lower leveled hossies (provides more cover?)
>Vent sounds like a good idea, but maybe have 2 or 3, one overhead and one or two at the rear, I mention this because although there are 3 levels, The T's focus is mainly from a frontal / side attack, so maybe a rear attack will level the bias? not sure how that would effect the Tactical side of things however,
well, just some idea's, I like the fact the hossies move from map to map, looking good so far!
There have been some big changes to the map. There is now a set of stairs at the rear of the facility (behind T Spawn) to link the three levels as well as the changes already mentioned. We're trying to get something playable ready for Friday at the LAN :D
Just thought of a question in regards to this map..
how is it that terrorists are looking after the hostages on what is an alien facility.
was this facility discovered by the scientists and the terrorists are wanting to disclose the location and everything about it... or is it an annex complex to area 51... just seems a little strange the terrorists are in an alien facility with hostages..
Quote from: ghoule211;228118Just thought of a question in regards to this map..
how is it that terrorists are looking after the hostages on what is an alien facility.
was this facility discovered by the scientists and the terrorists are wanting to disclose the location and everything about it... or is it an annex complex to area 51... just seems a little strange the terrorists are in an alien facility with hostages..
The hostages (lab specimens) are part of some weird Alien/Human Hybrid experiments. Think of the terrorists as the security staff of the organisation who run the research facility and the CT's are trying to free the Humans who have been captured. From the looks of things some of the Aliens (who are held in the bottom floor) may have escaped as well, so be careful..... :devil:
If you have a strange feeling in your stomach it's probably too late for you.
are the scientists not the hossies and being held captive by mean old Terrorists?
Edit: Whitey beat me to it
I've not seen the map yet - any screenies? :D you know you wanna!
it's running on 77.108.129.46:27018 -=[dMw]=- Baltar TCS:S Server
same pw as mh
enjoy:flirty:
Quote from: Blunt;228278it's running on 77.108.129.46:27018 -=[dMw]=- Baltar TCS:S Server
same pw as mh
enjoy:flirty:
Jabs et all, if you guys wanna have a go round the map and have a look (git spot hunting etc) if you see me on steam friends then give us a shout, if im avail will join if not will give good reason why not :D
Quote from: ghoule211;228281Jabs et all, if you guys wanna have a go round the map and have a look (git spot hunting etc) if you see me on steam friends then give us a shout, if im avail will join if not will give good reason why not :D
Bit early for that I tell you. The map changes almost every day and we haven't added many props in it yet so it is a bit bare. Also the layout has had some minor and a few major changes only in the last week. Btw watch out for the eggs ... :blink::devil:
Quote from: Dr Sadako;228287Btw watch out for the eggs ... :blink::devil:
Is that the Easter Eggs? :flirty:
Quote from: Whitey;228292Is that the Easter Eggs? :flirty:
Eggciting? :norty:
Quote from: Dr Sadako;228287[...] Btw watch out for the eggs ... :blink::devil:
Quote from: Whitey;228292Is that the Easter Eggs? :flirty:
Quote from: Dr Sadako;228305Eggciting? :norty:
OMG:blink:
Quote from: Othbarty;228697OMG:blink:
Eggsactly :roflmao:
Which map is cs_rescue I dont think i played it?
Does it have a long hallway for snipers?
Or a window to protect the hossies from outside?
Jewelz^
Quote from: Dr Sadako;228305Eggciting? :norty:
Eggscrutiatingly bad jokes.
Good map, well thought out and will make people use lots of tactical play. Just what we like!!!