Yes, When I wrote that I was thinking how much better TF2 maps would be this 
way. Ever have 8 people playing on a map built for 16 or even 32? You can go 
all around the map and never see anyone. Or how cramped it is on servers with 
32 people on a map built for 8?

> Date: Sat, 28 Nov 2009 22:38:02 -0600
> From: [email protected]
> To: [email protected]
> Subject: Re: [hlmappers] New CS:Source map with dynamic paths
> 
> that is a well written and completely true statement.  CS:S maps are supposed 
> to be very simple and elegant, not large and confusing.  And they should 
> certainly be a little bit predictable, rather than being random.
> 
> ----- Original Message -----
> From: ics <[email protected]>
> Date: Saturday, November 28, 2009 6:23 pm
> Subject: Re: [hlmappers] New CS:Source map with dynamic paths
> To: Discussion of Half-Life Mapping <[email protected]>
> 
> > In my experience, a standard css player calls any map shit if 
> > there are 
> > more than 2 routes to a bombsite, or he has to go around 3 
> > corners to 
> > get into the bombsite. If this isn't possible, the map is too 
> > complex 
> > and utter shit. Now, while we all do not agree, i have to agree 
> > with 
> > that profile when map changes. This is ok for singleplayer or 
> > L4D style 
> > multiplayer where you go from A to B only but for example in 
> > CSS, you go 
> > from X or Y to A or B and all around the map. If you go and 
> > close some 
> > routes depending on player count, it breaks the maps 
> > playability. People 
> > keep wondering why i can't go here while i could do it last 
> > round. 
> > Cs_havana is a good example. While it's very old map, people 
> > still don't 
> > get it. They don't know what routes are open and what not, as 
> > the layout 
> > is pretty much random.
> > 
> > Granted, when people learn the map and how it plays out, it 
> > might be ok 
> > but for some random player, it's just plain chaos and they 
> > really rather 
> > skip to next server and another map than stay and learn it out. 
> > For this 
> > map,  i really think you should have pakrated all the files 
> > into the bsp 
> > and not have left them separate. I know the reasons why you 
> > (shawn, the 
> > mapper) left them out as i had  a look at the making of. 
> > Some server 
> > admins don't include anything other than the nav of bsp into 
> > their 
> > servers or even use a separate download host, which would speed 
> > up the 
> > downloads. You seem to have also some materials that could have 
> > been 
> > compressed to get smaller filesize. The map currently is pretty 
> > hefty 
> > download with all the custom stuff in it. I predict not too 
> > large 
> > audience for it. I didn't try it out much but i got lost few 
> > times in it.
> > 
> > -ics
> > 
> > Nathan Voge kirjoitti:
> > > Interesting idea. I have not tried the map, however I like the 
> > idea of changing the map to accommodate different player 
> > amounts. This is always something I run into on the server I 
> > play on when fluctuates with players. Many times normally great 
> > maps simply suck because there are not the right number of 
> > players to support the map size. This is an idea I would really 
> > like to see used more often... including official 
> > *cough*Valve*cough* maps.
> > >
> > >  
> > >   
> > >> From: [email protected]
> > >> To: [email protected]
> > >> Date: Tue, 24 Nov 2009 16:55:18 -0500
> > >> Subject: [hlmappers] New CS:Source map with dynamic paths
> > >>
> > >> I wanted to share with others here my latest work. I made 
> > several maps for
> > >> CS 1.6 in years past. I turned to Source a year back and this 
> > is my first
> > >> Source release.
> > >>
> > >> Downloads and screenshots are at:
> > >>
> > >> http://www.fpsbanana.com/maps/117473 
> > >>
> > >> The download includes two maps: de_tension and ww_de_tension. 
> > They are
> > >> nearly identical with the exception explained below.
> > >>
> > >> One of the unique things about ww_de_tension is that the 
> > layout changes at
> > >> the beginning of each round if the number of players on the 
> > server goes
> > >> above or below certain thresholds.
> > >>
> > >> For a discussion of the making of the map, go to
> > >> http://www.shawnolson.net/a/1453/new-cssource-map-
> > de_tension.html 
> > >>
> > >> While there are flaws with the map, I am exceptionally happy 
> > with how it
> > >> turned out considering it was the first map I made for source 
> > that included
> > >> my own custom models, sounds, soundscapes and detail props.
> > >> ________________________
> > >> Shawn Olson
> > >> www.shawnolson.net
> > >>
> > >> ****************************************
> > >>
> > >>
> > >> _______________________________________________
> > >> To unsubscribe, edit your list preferences, or view the list 
> > archives, please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >>
> > >>     
> > >                                                
> > > _______________________________________________
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> > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >
> > >   
> > 
> > 
> > _______________________________________________
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> > archives, please visit:
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> > 
> > 
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