There isn't so many maps that are so big that you don't see anyone during rounds. If they are, you rarely see them on any server, unless they are popular. As far as i can tell, all official maps that come with the game are designed to be played not more than 5vs5 and for example italy, prodigy, aztec, militia, dust1, havana, even piranesi come quite T-sided the more people there are playing on them.Your idea is good, brings some variety but in my opinion, it just confuses the most players.
I've also mapped for css and done a variety of maps. Based on the feedback and watching others play, some people like the tight action ones, some like the more clanplay style, some like bigger ones. All the same, every type has their own audience. I'm sure there are people who like changing maps too. This isn't the only changing map i've seen either. There is also some custom office remake, or something that i've previously seen. -ics Nathan Voge kirjoitti: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
