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#1 (permalink) |
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Member
Hostage
Join Date: Sep 2008
Posts: 13
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this is my first map
There are two start zones for each team > result two squads for each team. The concepte is : every team squad have to help (or stop) the other (enemy) squad progresse to the target area ,by opening or closing some access (activate or deactivate somme doors ,elevator..etc) i don't know how to use the hint brush technique yet ,to reduce the r_speeds from some areas ,any help would be appreciated plz feel free to PM me,i'll provide the .rmf/.map file to the persnne(s) who want work with me!link to some screen shoot and for beta testers is in Maps : Download / Upload Section de_teamwork (beta) (the map should appear in the maps list within 24 hours if approved) any suggestion,advises ,comments are well come ![]() |
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#2 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Well, I'm in a bit of a dilemma, too... I, too, want to build a nice Bomb Defusal map, and I have all sorts of concepts, and not too sure which path to take... The first is one that takes place on a military base where you have two bomb sites, one in the locker room of a barracks, and the other one in the kitchen of a mess hall. The terrorists have to infiltrate and invade the fort, while the counter-terrorists are stationed in the armory area of the fort. That's one concept that I have. Another one, I was talking about bringing Doom's E1M1 into play, and I'm not too sure how to get that one going, or how that layout will affect the way the game would play. That's gonna take some time to think about. All sorts of maps that I'm building at once, but don't know which one'll wind up on top, tho.
The military base has been under construction for a good few months now, and I'm still trying to make it look just right. It's just something that I'm quite sure will look like a real army fort sooner or later. |
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#3 (permalink) |
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Member
Hostage
Join Date: Sep 2008
Posts: 13
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thank u for the fast reply
at first excuse my little english, i see u r, ,fun of military game ,and the concept you described is great ,i think the idea is inspired if u r big gamer like me from many game " igi ,cod ,...but in the case of an ancian fort, plz take also a look to the first levels of the game "return to the wolfenstein castle " : i means texturing and architectural built, i think also defusing bomb maps would offer at the same time a medium dificulty to reach the target area and some places like a opened door(s) , corridor or a high observation post where player can also snip and if it is possible to add ambient sounds good luck for realising your map ,and i'll be very happy to see the adchived work |
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#4 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Yeah, besides CS, I've been a big fan of the No One Lives Forever series, since that's what inspired this map I've tried putting together (NOLF2, Siberian map where Cate Archer infiltrates the Soviet fort), but at the same time, I've also looked into past games that I've loved from my PC gaming, like the Call of Duty Series, Shadow Warrior, SWAT 4, Duke 3D, the Quake Series, etc... It's games like these that twist me around as far as which game I'd like to follow the most in terms of what type of map I'd like to ultimately release and polish up on. Too many games I map for, too many ideas running through my mind at once, and too tough to get something done for each individual game. Wish I'd come up with something more definitive sooner than later.
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#5 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Right now, I'm taking an old Capture the Flag map that I've built in Quake II, or maybe it was the original Quake, can't remember, but right now, I'm bringing it to CS in the form of a Bomb Defusal map. It's a three-story arena level where you have, well, it's basically a water pool right now, but back in the Quake days, it was lava, and if you fell off a catwalk, bridge, or one of the ledges on the way up to the top with the enemy flag, you'd fall into the lava pit, and had to get on a bridge before you got killed by the lava. Well, you won't have any of that, but you will, however, have plenty of sniper advantages, ability to nudge your opponent off one of those catwalks into the water below, and various ways to get around the floors to either defuse a bomb, run and gun, or anything else for that matter... Definitely one of the first and best multiplayer maps I've built for Quake, and now I share it with the CS community.
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#6 (permalink) |
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Member
Hostage
Join Date: Sep 2008
Posts: 13
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hi,8IronBob
is there a conversion tool or proccess in way to get some map /levels from other game ,into hammer editor,i noticed u r trying quark wich support many games and i think it's an interesting thing ..keep me informed ![]() |
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#7 (permalink) |
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Member
Terrorist
Join Date: Aug 2008
Posts: 76
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Well, I've mainly used QED II about ten years ago. However, I'm finding Hammer to be far easier than any brush-based map editor around right now. I mean, Hammer's TOO easy to use, almost anymore... I've tried GTK Radiant, and that's too cumbersome, since you almost have to be an expert to use that. Hammer's a far better tool, imo.
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