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Discussion: Counter-Strike - Map Discussion / Map Suggestions and Ideas - cs_harvest - Mind you, Root! The mapper of this specific map. Now with that mentioned (And for
  1. #61

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    Re: cs_harvest

    Mind you, Root! The mapper of this specific map.

    Now with that mentioned (And for no specific reason) I feel I should also mention I look foreward to seeing both of your new maps, R_Yell.

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  3. #62


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    Re: cs_harvest

    With regard to version 2 of harvest, if the house was where the current rescue point is, and was bigger, CT's would have the option to flank completely around the house, and would enable more of the map to be used.
    I suppose that it will break everything, because gameplay wouldn't work without CTs spawning in one map corner, hostages in opposite corner, and rescue zone in center. Buildings could be swaped leaving everything else the same, so CTs would get first to house (placed where barn) that Ts. I think that's not what you want, isn't it?

    I could create a complete new layout, but everything would change.



    About my new map, like I said, I would like to do some betatest with people like you, focused on tactics. Cs_cargo will adapt to PCS rules I think, because Ts will have a very deffensive role. I'd like to release a first beta and start from that. We can discuss the map like we do now, and I'll can see what works or not.

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  5. #63
    poe
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    Re: cs_harvest

    Azzman said he was gonna post this, but apparently not =P

    The other day, it was me on the CTs (with Azzman, ShakinQuaker, Stealthy Ninja, and Saxxon) against (Rincewind, Shroompicker, OG Panda, Evil Clown, and \m/).

    ALL HOSTAGES WERE RESCUED FOR VICTORY ON THE MAP
    There was either one or two terrorists left, and they were close to the house too. It was great, and definately worthy of being noted.


    To R_Yell... rescuing hostages in a pain in the arse because they get stuck left and right, and left behind as well. Something to look into?

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  7. #64

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    Re: cs_harvest

    Damn you Poe! I was just coming here to post that =/

    Anyway.. there were at least 3 other times myself and Givati (Ben) had the hostages and were trying to rescue them. We would have, too, if it wasn't for them getting stuck. We lost all those rounds because of that.

    But yeah, that's four times in one day over two playings of Harvest that the hostages were taggeded and got all the way to the middle hill.

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  9. #65

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    Re: cs_harvest

    Quote Originally Posted by R_Yell
    I suppose that it will break everything, because gameplay wouldn't work without CTs spawning in one map corner, hostages in opposite corner, and rescue zone in center. Buildings could be swaped leaving everything else the same, so CTs would get first to house (placed where barn) that Ts. I think that's not what you want, isn't it?
    Actually that would work too. Excellent cs_harvest3 ftw

    Quote Originally Posted by R_Yell
    I could create a complete new layout, but everything would change.
    Yes it would, which is why I was suggesting it for cs_harvest2

    Quote Originally Posted by R_Yell
    About my new map, like I said, I would like to do some betatest with people like you, focused on tactics. Cs_cargo will adapt to PCS rules I think, because Ts will have a very deffensive role. I'd like to release a first beta and start from that. We can discuss the map like we do now, and I'll can see what works or not.
    PM me with a download link as soon as it becomes available, and I'll add it to the server.

    Root
    BFCL TF2 league admin

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  11. #66

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    Re: cs_harvest

    I think both maps will be a nice thing to have on the server, but as far as CTs getting to the hostage place before the Ts do.. is that really what we would want? I personally do not believe so but I do not speak for everyone here.

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    Re: cs_harvest

    -1000 cool points for quoting "what is love?"

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    Re: cs_harvest

    Quote Originally Posted by TG_Mateo
    -1000 cool points for quoting "what is love?"
    And some not so good rep for the *huge* off topic posts.

    Root
    BFCL TF2 league admin

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    Re: cs_harvest

    To R_Yell... rescuing hostages in a pain in the arse because they get stuck left and right, and left behind as well. Something to look into?
    Not from my side, they use some kind of routine that doesn't work well in terrains with displacements. So there is no other thing to do except walk slow, or run, stop in a safe place and wait for them. If you keep running more than 5 or 6 secs hostages loose contact and stop. I tried to warn people about that issue in the cs_harvest.txt, but I suppose nobody read txts

    In cs_cargo shouldn't happen that because is a brush based map, but I think it could be best suited for defuse objetive. I planned it like defense held by Ts (hostage zone is engine room, just behind accomodation zone), and rescue zone is in bridge (on top of accomodation zone, where big windows are). But both places could be bomb zones, so Ts can choose inside way between cargo holds to go engine room or outside way in main deck, surrounded by containers to get bridge or enter in engine room from upside. DE_ maps have more acceptation, there is no doubt there, so I think from now it will be de_cargo. Well, I hope we can talk about it soon.

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  19. #70

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    Re: cs_harvest

    Either way the map should be good. How big is it, and how much of it will be space between CT and T spawn? As in... how long would it take for a T to get to CT spawn, or vice versa?

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  21. #71
    poe
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    Re: cs_harvest

    Okay, I see the hostage thing. But here's just a passing idea...

    Extend the second floor of the house so it's a square, not a rectangle. Have it cover that L part (forming sort of a deck for people to hide under), and over the back door. Move a pair of hostages from the room right above the stairs to one of the back rooms. Add windows, but maybe even toss in like a cabinet or two that people could take cover behind. I think this would be cool because it doesn't change the map -that- much, yet would hopefully be a welcome expansion.

    *still likes his cellar idea, or maybe an underground passage. :-P *

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  23. #72


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    Re: cs_harvest

    I agree with Poe, do something with the windows. There is no place to hide with all the windows. Hmm, Put a Hostie in the windows to stop all that blind shooting being done by snipers!!!
    Make the tree and water tower climbable. Plus maybe add another tree or two in front of the building. I also agree with a cellar and put some hostie there. Basically just add pleny of cover for the Ts.
    This could be a decent map, but in its current config it has nothing to do with PCS and does not belong on the server.
    The Meek shall inherit the earth..... after we're through with it!



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  25. #73

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    Re: cs_harvest

    Why not make a cs and a de version of cargo? As long as there are plenty of routes to the objective, and as long as the defenders can get to the objective quicker than the offenders, we'll happily try the map on our servers.

    Root
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    Re: cs_harvest

    Either way the map should be good. How big is it, and how much of it will be space between CT and T spawn? As in... how long would it take for a T to get to CT spawn, or vice versa?
    About 40 seconds if run all the way. This would be Ts spawn



    And this just arriving to CTs spawn inside accommodation zone, first floor.



    CTs are very close to bomb zones, 3 floors up is the bridge (view from there)



    And 2 levels down will start engine room.



    Basically just add pleny of cover for the Ts.
    cs_harvest is a map really different that some of you want IMO, it requires assault skills (and team playing) from both sides, and there is no other way of playing a large map like this. Adding more cover is negative because CTs have a lot of problems to rescue hostages. And CTs need some fun in the way to house, so Ts must get out of their base. But I take note of all of your suggestions to make a new harvest with different layout, a smaller map where assault could arrive to house in much less time.

    Why not make a cs and a de version of cargo? As long as there are plenty of routes to the objective, and as long as the defenders can get to the objective quicker than the offenders, we'll happily try the map on our servers.
    is an interesting possibility, I want to try de_ style first, and then could make sense a cs version.

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  29. #75
    Ben
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    Harvest

    What an awesome map. Can we have it back? I think everyone really enjoys it.




    A battle is dynamic, i.e constantly changing and evolving. Follow the strategy in place but never be afraid to improvise if the situation calls for it.

    All I ask for is communication

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