Dead Men Walking

Old Server Admin Section => Game Admins => Archived Topics => CS:GO Admins => Topic started by: Blunt on February 22, 2013, 12:42:24 AM

Title: Custom map night
Post by: Blunt on February 22, 2013, 12:42:24 AM
I fancy having a custom map night.

These are a  few I have asked Whitey to load on MH over the w/end which need play-testing.

de_mill http://csgo.gamebanana.com/maps/172307
de_office http://csgo.gamebanana.com/maps/172509
cs_museum http://csgo.gamebanana.com/maps/172401
de_seaside http://csgo.gamebanana.com/maps/171264
cs_siege_go http://csgo.gamebanana.com/maps/170679

They will be added in the old-school way and hopefully will be downloadable from the server.

I've picked these lot for various reasons, some have been recommended, suggested, or just taken my fancy.
some are old css maps and some are not.
I've tested with bots and they seem quite good, but we need humans to see if they play well.

As soon as they're on the server I'm going to be trying them out, so this night will be as soon as.

Stick your suggestions below for future nights, but bear in mind that 5 maps is about most peoples limit for the night. And you don't have to suggest more than 1.

Please make sure you check out the maps first in offline mode to check it's not broken.

Don't pick novelty maps or awp maps or unfinished maps etc.

We're looking for maps that will be suitable for TCS*.

*Tactical Counter Strike (http://www.deadmen.co.uk/forum/showthread.php?3499-TCS-Introduction-Rules-and-guidelines-Expected-Standards)
Title: Custom map night
Post by: Blunt on February 23, 2013, 04:56:10 PM
Just realised I posted this in CoD admin section, shoulda gone to specsavers:learn:

Anyway, last night Whitey managed to find a way to change to our workshop maps.
Unfortunately some of us had problems with missing map errors.
So today, Whitey (bless him) has put the above maps on using the old method.
I haven't had much chance to test them all, but at least we can change to downloadable maps now :D
Title: Custom map night
Post by: Snokio on February 23, 2013, 06:19:11 PM
Is the old method the console command we spoke about yesterday? 'sm_rcon changelevel 170679'?

When I did it locally, I just typed the map name i.e 'changelevel de_office' wonder if this will work :g:

Oh map night, I'm pretty flexible, so pretty much any night
Title: Custom map night
Post by: no peanuts on February 23, 2013, 06:54:42 PM
I'd like to see de_chateau back too. So far, they've only release a beta. I'll keep an eye out for a final release.
As for 'map-night'....any night is fine by me :)

P.S. Does my Avatar still display? I can see it when I view my profile, but it seems to be missing on forum posts.
Nevermind. It's back :doh:
Title: Custom map night
Post by: Blunt on February 23, 2013, 07:04:16 PM
you should be able to change using either HLSW, console command or sm_admin

chateau was a good un, it'd be nice to play again.
Title: Custom map night
Post by: Whitey on February 23, 2013, 07:30:36 PM
Quote from: Snokio;367261Is the old method the console command we spoke about yesterday? 'sm_rcon changelevel 170679'?

When I did it locally, I just typed the map name i.e 'changelevel de_office' wonder if this will work :g:

You can still do the "sm_rcon changelevel" but should use the map name and not the workshop number.
Ignore any maps in the workshop folder.
Title: Custom map night
Post by: Whitey on February 28, 2013, 06:21:11 PM
Anyone remember this map?
[ATTACH=CONFIG]1903[/ATTACH]
[ATTACH=CONFIG]1902[/ATTACH]
[ATTACH=CONFIG]1901[/ATTACH]
Title: Custom map night
Post by: Snokio on February 28, 2013, 06:57:50 PM
ahh yes, good map that, IIRC you and the doc made it?
 
Have you managed to convert the old one into new?
Title: Custom map night
Post by: Soon Jung on February 28, 2013, 06:58:49 PM
I remember astute!!!!
Title: Custom map night
Post by: Blunt on February 28, 2013, 07:03:38 PM
Quote from: Whitey;367592Anyone remember this map?




I've seen you in SDK and wondered whether this was on the cards :D
Title: Custom map night
Post by: Whitey on February 28, 2013, 11:29:05 PM
Quote from: Snokio;367594ahh yes, good map that, IIRC you and the doc made it?
 
Have you managed to convert the old one into new?

Yes, it was a joint effort with Sadako.  I've spent quite a bit of time on the areas you can see in the pics but the rest of the map still needs work. I wasn't keen on just doing a conversion without updating textures, models etc.  I'm also spending a fair amount of time on the lighting.  Really happy with the frame rates in the hanger where it could get low on the source version.  I'll be looking for some help play testing in the not too distant future....
Title: Custom map night
Post by: Blunt on March 01, 2013, 12:58:32 AM
Quote from: Whitey;367608I'll be looking for some help play testing in the not too distant future....
Not arf!:woot2:
Title: Custom map night
Post by: no peanuts on March 01, 2013, 10:41:04 AM
Quote from: Blunt;367596I've seen you in SDK and wondered whether this was on the cards :D
Ditto. Looking forward to seeing the updated version :)
Title: Custom map night
Post by: smilodon on March 01, 2013, 02:57:48 PM
This rings all kinds of bells from ye  olde tymes. Looking forward to seeing it on line. Any chance of making a 'smilodon is invisible" mod? It would be much appreciated

Sent from my GT-I9100 using Tapatalk 2
Title: Custom map night
Post by: Soon Jung on March 02, 2013, 04:29:22 PM
Astute. STILL fun map! It has it all :D
Title: Custom map night
Post by: kregoron on March 08, 2013, 07:26:01 AM
No it lacked cake, other then that its perfect ;)
Title: Custom map night
Post by: Whitey on March 08, 2013, 08:53:48 AM
Quote from: kregoron;368062No it lacked cake, other then that its perfect ;)
It still has the duck signs though! :flirty:

I've got a new build ready to upload.  Increase in lighting in the train area is the main change you will notice, other changes are mainly around map optimisation.
Title: Custom map night
Post by: kregoron on March 08, 2013, 11:03:11 AM
Quote from: Whitey;368063It still has the duck signs though! :flirty:

I've got a new build ready to upload.  Increase in lighting in the train area is the main change you will notice, other changes are mainly around map optimisation.

I retract my previous statement, its perfect!
Title: Custom map night
Post by: Snokio on March 09, 2013, 05:13:46 PM
a couple of potentials:

http://steamcommunity.com/sharedfiles/filedetails/?id=128946347

http://steamcommunity.com/sharedfiles/filedetails/?id=128225779

http://steamcommunity.com/sharedfiles/filedetails/?id=125638058

http://steamcommunity.com/sharedfiles/filedetails/?id=125651880

and

http://steamcommunity.com/sharedfiles/filedetails/?id=125680850

http://steamcommunity.com/sharedfiles/filedetails/?id=125689526 (http://steamcommunity.com/sharedfiles/filedetails/?id=125680850)
Title: Custom map night
Post by: Whitey on June 16, 2013, 01:33:34 PM
Quote from: Soon Jung;367691Astute. STILL fun map! It has it all :D

As we have switched MH over to use Workshop maps, It's now available on workshop so please rate it :)
http://steamcommunity.com/sharedfiles/filedetails/?id=153290111

W (http://steamcommunity.com/sharedfiles/filedetails/?id=153290111)hile i'm on the subject of Workshop maps and MH.  All the maps in the current collection have been added to the Sourcemod map config file to allow you to change maps within sm_admin.  You can also change to workshop maps using HLSW but not by using the "Change Level" tab, you need to use the console tab and type "changelevel mapname"  eg "changelevel de_astutego_rc1" (no need to put the workshop/number/ part in).
Title: Custom map night
Post by: Snokio on June 17, 2013, 09:33:15 PM
Cheers Whitey, tried to switch to de_slums tonight but put Motel on instead, all the others seemed to work fine though
Title: Custom map night
Post by: Blunt on June 18, 2013, 12:00:31 AM
'changelevel de_slums' worked for me just now in HLSW although it took 3 tries before it changed.

Seems like it defaults to cs_motel if you put in an incorrect command as motel is the top of our list.