de_cablecanyon

Started by A Twig, May 11, 2003, 06:35:20 PM

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A Twig

Sorry for the bugginess, I compiled the wrong file. The improved version will be up for DL sometime 2mrw
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


Anonymous

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.

Doorman

Pretty much what he /l said. Hats off to you whipper snapper good job.










     

Red_Thunder

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

Anonymous

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. :-)

A Twig

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
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


Anonymous

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 :-)

Red_Thunder

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

A Twig

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.
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


Anonymous

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.

suicidal_monkey

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?
[SIGPIC].[/SIGPIC]

A Twig

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
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


suicidal_monkey

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

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:
[SIGPIC].[/SIGPIC]

A Twig

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!
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


TeaLeaf

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)
TL.
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