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| Counter-Strike - General Discussion General Discussion for Counter-Strike |
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#31 (permalink) |
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Join Date: Apr 2007
Location: Massachusetts
Posts: 184
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Re: New Map Concept
Here's a possible layout:
Control room is evenly spaced from both spawns (or a little closer to CT spawn?). The hostage room that needs to be unlocked is fairly close to control room. Closer to T spawn is a hostage room that does not need unlocking. Multiple floors would allow for more options (including randomized hosties). The control room should have light switches too (only for certain rooms). Maybe if the Terrorist control it they should be able to lock down the building (or certain doors). This would make controlling the control room critical.
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Pyronoid |TG| ![]() |
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#32 (permalink) | |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,857
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Re: New Map Concept
Quote:
Closing/locking certain doors would be a good idea, so the CTs have the option of a quick extraction or something along those lines.
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#34 (permalink) |
![]() Join Date: Nov 2006
Location: Fort Worth, tx
Age: 47
Posts: 357
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Re: New Map Concept
I expanded upon your idea gogeta .. I placed a "blast hole" that the CT's must breach by triggering explosives "already provided" Ive also added a 2nd Cellblock so the hostages will spawn randomly in one or the other but never both so the CT's wont know which one to go to until they get close enough to see which block the Hostages spawned in. That will prevent the all out first round rushes.. lol. Hate that..
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I.R. Hogan |TG| ![]() Discipline is the soul of an army. It makes small numbers formidable procures success to the weak and esteem to all. |
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#36 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,857
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Re: New Map Concept
Hahahahahahaha that would be an amazing map bug. Entering the building would cause the CTs to win.
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#38 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,247
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Re: New Map Concept
lights that you can actually shoot out would be cool too. I'm getting sick of bulletproof lightbulbs.
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. ![]() ![]() ![]() ![]() Serving the [4th Force Recon] since June 2007 [Game rules, announcements, and SOPs ][ Armed Assault ][ Counter-Strike Source ][ Call of Duty ] "The success of what we do depends upon people valuing the team over themselves."
- Wulfyn |
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#45 (permalink) |
![]() Join Date: Nov 2006
Location: Fort Worth, tx
Age: 47
Posts: 357
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Re: New Map Concept
Not a bad idea bronco, only one thing wrong with it though. Actual prison architecture is quite repetitive and boring. When I build I prefer the freedom of freeform so if a room or hallway takes on a life of its own and goes off somewhere unexpected .. I let it.
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I.R. Hogan |TG| ![]() Discipline is the soul of an army. It makes small numbers formidable procures success to the weak and esteem to all. |
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