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Thread: cs_newoffice

  1. #16
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    Re: cs_newoffice

    Hi zzdd, thanks for dropping by. The CS community at TG plays the game a lot differently than the regular CS servers out there. For instance on a hostage map, the Terrorists aren't allowed to just leave the hostages alone and go run off and kill the other team, they have to have some of their team keeping track of the hostages so CT's can't just rush in and grab them. Placing the extra weapons in the map also gives one team a distinct advantage over the other since they don't have to spend the extra money to buy a good weapon when they can just grab one while the CT's don't have that luxury.

    Any modified maps we have on the server with the extension of _tg next to them have all been edited using Entspy only to either add, remove or move certain entities around the map to ensure the map works for the standard of gameplay that TG has for CS. We never decompile, make changes and then recompile any maps to add to the server. Moving the second set of hostages in your map will give the T's two separate locations to be concerned about and make the CT's have to consider which they want first instead of having to hit just one location in the map to get the hostages.

    If it's okay with you we can make the necessary changes to the map to create a TG specific version without giving you any extra work or having to change the map to fit our gameplay setup and possibly alienate people who already like the map just the way it is now.

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  3. #17

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    Re: cs_newoffice

    Quote Originally Posted by Assault9 View Post
    Placing the extra weapons in the map also gives one team a distinct advantage over the other since they don't have to spend the extra money to buy a good weapon when they can just grab one while the CT's don't have that luxury.
    Ok placing extra weapons can be a trick, but you can't say that "CT's doesn't have that luxury" - CT's have the same weapons of T's and also spawn in two different locations.
    Anyway feel free to edit prop positions in my map..hostages can be on two floors (the projector room is the best place). Only pay attention to move hostages over the nav mesh, or they can't move very well and can't follow CT's.
    Only one question: will Entspy work on maps that can't be decompiled with Vmex? If no I can do this stuff for you.
    My goal is to see my map running on servers. This will be the best satisfaction for me!

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  5. #18

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    Re: cs_newoffice

    The other part of the reason is
    a) we limit weapons
    we don't use the awp or the auto-sniper
    we limit 1 scout per team and 1 para per team
    we limit 4 nades per team (because we have them more powerful)
    b) we like hostages in more than 1 place
    If they are all in one room/place, it is too easy for the terrorists to defend
    There terrorists are more likely to just bunker down that one room and then waste most of the map. By having more than 1 hostage location, it changes the flow of the game and requires the Terrorists to guard more. It gives the counter terrorists more ways of approaching. Which set first, etc... it is also more likely that some hostages could actually be rescued. If all 4 are in one place, it can be very hard to get the hostages out.
    "Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
    Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
    " Ednos




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  7. #19

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    Re: cs_newoffice

    Ok I understood. I will release soon a new map with changes you want. For me this tooks a little!
    Map's name will be cs_newoffice_final_v1..is this ok?

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  9. #20

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    Re: cs_newoffice

    Hi guys!
    Ok I've released on Banana the last variant of cs_newoffice_final.
    Please let me know what do you think about it.
    Have a nice day

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  11. #21
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    Re: cs_newoffice

    Thanks you zzdd we'll check it out and hopefully it will be on our servers soon.




    Curiosity is going to kill this Cat.

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    Re: cs_newoffice

    Tested the new version and its perfect tks alot zzdd hope to see future maps from you.
    |TG| Plude220


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  15. #23

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    Re: cs_newoffice

    Thanks Plude220!
    Just to let you know..I've just released a patch of cs_newoffice_final_v1 that brings 50 spawnpoints instead of 40.
    Have a nice day, guys..hope to see you on servers!

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  17. #24
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    Re: cs_newoffice

    I was just wondering if we had the proper version on the server yet. I know that the version i played wasn't the one we wanted on the server.
    :icon35: Ultima |TG-PCS| :icon35:

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    ...../




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  19. #25

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    Re: cs_newoffice

    Did we ever get the latest version of this on the server the version he made for us?
    |TG| Plude220


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  21. #26
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    Re: cs_newoffice

    have not seen it yet, I'm curious too, maybe we should PCS test it on server two friday???




    Curiosity is going to kill this Cat.

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  23. #27

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    Re: cs_newoffice

    please post up links to the map and any new versions of it when you post them up!

    This map has been added to rotation.

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  25. #28

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    Re: cs_newoffice

    http://www.fpsbanana.com/maps/128268
    I'm going to look at it:


    This a variant of the FINAL release of cs_newoffice made to meet VIA Community's requests.

    I made this map initially for pleasure, but after I understood that it should be interesting for all the fps community. So I published it hoping it will be played by someone else.

    This map differs from cs_newoffice_final because:
    - there are no weapons;
    - hostages are in different floors;
    - there are 45 spawns per team;
    - there is a great fps improvement, thanks to a lot of time spent in optimizations;
    - there are some layout modifications (wider stairs, new garage entrance & new alley);
    - there are new textures for doors;
    - there are new reflective textures for ground and walls.


    -------------------------------------

    I found something odd -
    If you grab the lower-most set of hostages (3rd floor in projector room) and take them to the other end of the building to the dead end hall by the bathroom, they just stall. They won't move, won't follow you again. UNLESS you push the back out of the dead end area. There is some sort of invisible line where they wont' follow you past it. But it doesn't always work that way. MOST OF the time, but not always.

    3rd floor projector set - 3 out of 3 times, they stalled there.
    4th floor set - 1 time, they stalled. 1 time, they completely ignored this dead zone and 1 time only 1 of the 2 stalled. So what gives?
    "Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
    Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
    " Ednos




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  27. #29

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    Re: cs_newoffice

    Hi guys!
    I'm back. I see you have some interest in this map so I'm happy to help you.

    I found something odd -
    If you grab the lower-most set of hostages (3rd floor in projector room) and take them to the other end of the building to the dead end hall by the bathroom, they just stall. They won't move, won't follow you again. UNLESS you push the back out of the dead end area. There is some sort of invisible line where they wont' follow you past it. But it doesn't always work that way. MOST OF the time, but not always.

    3rd floor projector set - 3 out of 3 times, they stalled there.
    4th floor set - 1 time, they stalled. 1 time, they completely ignored this dead zone and 1 time only 1 of the 2 stalled. So what gives?
    Have you downloaded the very last version? I know there was some problem with navigation mesh and I fixed it a couple of weeks ago. Anyway I'll check it tonight.

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  29. #30

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    Re: cs_newoffice

    The link I gave is the version I downloaded. So I don't know...

    it SAYS cs_newoffice_final_v4
    "Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
    Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
    " Ednos




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