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 > > >> > > >> > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
