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| Counter-Strike - General Discussion General Discussion for Counter-Strike |
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#1 (permalink) |
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Join Date: Sep 2005
Posts: 9
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de_spirits beta test
Hey guys, I mentioned in the cs_retreat thread a while ago that I was working on a new map and we spoke of the possibility of you lot helping me beta test it. Well I'm approaching the stage now where I think I'm reasonably close to getting a playable beta up and running so I was hoping you'd still be interested in helping me out.
Technically things are a little rough and ready at the moment, with some FPS sore spots, no skybox, etc, but I've got all the technical stuff covered and I'll deal with that stuff in time... I'd really like you guys to help me out with the tactics and gameplay of the thing because from what I see that is the important aspect for you. I can see where I am going with technicalities off the map but for the gameplay I'm really not sure how things will playout and the bots are just friggin awful, always sticking to a single route, etc. Anyway I just need to throw down some vital sniper cover in some spots, fix a couple off major bugs and then get the map compressed into one bsp and I guess it'll be ready to go... maybe by early/mid next week? Lemme know if your up for it. Thanks. EDIT/ I can't post links or imgs because of my post count apparantly :/ Theres some overview screenshots and stuff over at interlopers.net in their 'under construction' forum. |
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#3 (permalink) |
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Join Date: Sep 2005
Posts: 9
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Re: de_spirits beta test
The skys in maps are really just walls with a clever texture on them to make them look like seamless sky. Thats the 2d skybox, I've got one off those.
The 3d skybox is putting detail like mountains, buildings, etc around the borders of your level (but not really.... its hard to explain). Like the little villages in the background on the dustmaps, or the skyscrapers in assault and office. Bits the the player can't interact with, but make the level feel like its are part of a bigger environment. I haven't made one for this map yet so it looks a little bit like its floating in space hehe. If you fly out off the level in any of the offical maps you'll find a mini level floating outsomewhere in the void. That is the 3d Skybox which is scaled up and placed around the borders of the map when you are within its boundaries. |
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#4 (permalink) |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: de_spirits beta test
Thread moved to general discussion as the map is not currently on the server.
Xj2 if you want to post links or images, you're welcome to PM them to me and I'll add them here. As soon as you post a link here, I'll add the map to the server, and we'll happily test it for you.
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BFCL TF2 league admin
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#5 (permalink) |
![]() Join Date: May 2005
Location: Casting useless spells in Oklahoma.
Age: 27
Posts: 2,733
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Re: de_spirits beta test
This will be neat
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~~ Veritas simplex oratio est ~~ No matter how far a wizard goes, he will always come back for his hat. --T. Pratchett <---- You know you're getting old when you rely on your forum meta-data to remind you how old you are. Required Reading for all TG sandboxers |
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#8 (permalink) |
![]() Join Date: May 2005
Location: Casting useless spells in Oklahoma.
Age: 27
Posts: 2,733
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Re: de_spirits beta test
Awesome!
__________________
~~ Veritas simplex oratio est ~~ No matter how far a wizard goes, he will always come back for his hat. --T. Pratchett <---- You know you're getting old when you rely on your forum meta-data to remind you how old you are. Required Reading for all TG sandboxers |
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#9 (permalink) | |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: de_spirits beta test
Quote:
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BFCL TF2 league admin
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#10 (permalink) |
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Join Date: May 2003
Location: Ontario, Canada
Age: 53
Posts: 1,005
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Re: de_spirits beta test
There are 4 screen shots and a download link on the Steampowered forums.
Or you can click on these: Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 Download |
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#11 (permalink) | |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: de_spirits beta test
Links are always good - thanks HSantal
Quote:
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BFCL TF2 league admin
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#13 (permalink) | |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: de_spirits beta test
Quote:
Feedback on this map should be posted in the correct thread in the map discussion forum.
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BFCL TF2 league admin
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#14 (permalink) |
![]() Join Date: May 2005
Location: Casting useless spells in Oklahoma.
Age: 27
Posts: 2,733
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Re: de_spirits beta test
Roger that. I hope to get it in rotation tonight
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__________________
~~ Veritas simplex oratio est ~~ No matter how far a wizard goes, he will always come back for his hat. --T. Pratchett <---- You know you're getting old when you rely on your forum meta-data to remind you how old you are. Required Reading for all TG sandboxers |
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#15 (permalink) |
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Join Date: Sep 2005
Posts: 9
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Re: de_spirits beta test
Well its not really a beta-test anymore cos the map is on full release, with no major bugs or anything so its probably the final. I maxed out on a lot of the things that the Source engine has limits for so I couldn't really add much more to this map even if I had wanted, plus after 6 months i just got damn impatient lol.
I'll be interested to see what you guys make of it though. I've played it on a few public servers varying from 40+ players down to 5vs5 matches and it plays pretty well, although not at all how I expected. Basically CT's can EASILY get to either bombsite WAY before the Terrorists, yet on the servers I played the Terrorists manage to plant the bomb nearly every round. Mostly it seems because the CT's wander off to explore their surroundings instead of protecting the bombsites, maybe they will learn over time once they understand the layout properly (although I think its pretty simple!). I really thought it was gonna be too CT biased but in practice its more balanced than that luckily, and if anything T's have an advantage (how that is, I have no idea, really :P). The way you guys play though I think it will work pretty well. CT's defending bombsites and staying close to them at all times. T's trying to scout out an unprotected route in. The other main feedback I had is people think this map is totally huge. I know it is big, but I don't think its that massive. "Makes harvest looks small" someone told me... I'll let you make of that what you will. ![]() Enjoy the map (I hopes)... Cheers, Xj2 |
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