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Post by 3kliksphilip on Jul 8, 2009 21:13:37 GMT
'big!!! not desert... boring... jungle??? like ArmA2'
That's nothing like a CSS map.
People, make a layout. Doesn't matter about graphics, that can be done later. Layouts are important. Make a good, fun layout. It's got to be balanced, and definitely not flat.
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Post by ant600f2 on Jul 9, 2009 2:01:52 GMT
+1 I can't remember the map in CS 1.6/ CZ, but it's also got a waterfall and a downed plane in it. That was kind of what I was going with: A village (urban) with some underground (in this case, a mine), surrounded by some jungle. Mebbe?
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Post by jz90 on Jul 9, 2009 4:53:15 GMT
good enough for me?
so whos going to start this?
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Post by ant600f2 on Jul 9, 2009 11:59:02 GMT
You can, I suppose. Since there're a few people expressing interest, I think each person should kind of regulate their own little sections (MicroManage, if you will {HA! Get it? MicroManage? Heheheheh..... Ah, sorry}).
I guess chewing the fat's done, so here's the skinny:
Each person make your own 'mini' map to make it an easy manageable size. I suggest using the developer's textures: Gray for the floors and ceilings, orange for walls and maybe some others for terrain (water should be water and other should be it's respective texture); everything else should be constrained into the dev textures.
The only thing that I can think of is that if you're going to do, say, sand or snow, on the ground, then use sand or snow. Everything NOT a natural texture (ie man-made) should stay in the devs.
Sounds and graphics are going to be later, so don't fret too much about it being quiet or bland.
Each mini-map should be enclosed in it's own skybox (as small as possible) and contain it's own centralized lighting. While this will most-likely change, when we get it all together, it'll keep each section looking fairly good, and playable for the demo aspect.
If need be, someone could make a FileFront account for Uber, so that we can U/L all of our stuff to one place (whomever sets this account up needs to make sure that they send a PM to the admins so that it's accessible, and manageable.
Now, *wop-ISH!* Get to it!
Mappy Happing!
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Post by jz90 on Jul 10, 2009 3:59:46 GMT
well we should get together a list of everyone whose going to be apart of it, i guess ill do it.
List of peeps:
Jz
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Post by 3kliksphilip on Jul 10, 2009 16:18:31 GMT
The way to start any project like this is for somebody to upload... say... a layout or something. But not just a layout. It has to be playable and about the right size, even if it's a map of just one bombsite or something.
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Post by ant600f2 on Jul 11, 2009 6:43:43 GMT
Heh-heh-heh... Nice translation, Phil.
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Post by Eatbeavers(SWE) on Jul 12, 2009 15:07:26 GMT
So what sort of size do you mean? as in ground for the player or file size (size ahh azum word?)
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Post by john88z on Jul 13, 2009 2:04:30 GMT
He means 3000 x 3000 to about 5000 x 5000 Or hammer units.
Did you know 64 hammer units translates into roughly 4feet?
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Post by 3kliksphilip on Jul 13, 2009 7:11:45 GMT
...so you mean that all of the players in CSS are 4 feet tall?
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Post by ant600f2 on Jul 13, 2009 7:18:16 GMT
What?! How's that, considering Gordon's *HOW* many units tall, and about 6'?
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Post by 3kliksphilip on Jul 13, 2009 7:41:10 GMT
I have always considered 64 units to be 6 feet.
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Post by Eatbeavers(SWE) on Jul 13, 2009 11:45:24 GMT
i ahve always considerd it as mutch as 64 units
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gnarkill
Trained Noob
KILLS FOR FREE
Posts: 15
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Post by gnarkill on Jul 15, 2009 14:47:24 GMT
Hmm. I propose a mini-game map like that of Mr.Phillips rock fall of death. here is what i came up with. Both teams start on opposite sides of the map, inside of a mining cave with the mine train cars in front of them. Both teams objective of the game is to reach the other teams fortification first. The players control the cars by shooting the rail shifters and multiple paths may be chosen(sort of like the mine level in Crash Bandicoot). When a player dies he spawns back in his fortification and waits for a new car to re-spawn or the next round to take place, he can also guard his fort from being reached. There are also many tracks that lead off into the mine and are broken so an enemy player can shoot your tracks shifter thing and it causes you to die by falling into the abyss. So yeah any and all suggestions are appreciated.
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Post by jz90 on Jul 18, 2009 5:17:41 GMT
i think were going for a de map... but good idea
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