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05-08-2008, 04:36 PM #16
re: cs_arctic
I have to agree for the time CT have its hard to get all the Hostages out. Although I'm still learning it I wouldn't wanna rule it out. I need to figure it out more.
FUN FUN
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05-08-2008, 04:53 PM #17
re: cs_arctic
To clarify, I didn't mean this as if a lighted path should guide your way out once you tag a hostage. What I mean is that theyre too dumb to climb ladders, and too dumb to jump on to higher ledges, and too dumb to stay on the elevator once it starts moving so it's really difficult to actually extract. If the ladder and ice ledge was swapped out with a hill/stairwell or something bot-friendly, I think it would dramatically improve the map.
As far as them panicing and running around once the elevator starts moving, remembering to "turn them off" is easy enough for me (har har har...).ORGANBiTER | $_COOKIE['monster'] | UBiQ
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05-15-2008, 04:34 PM #18
re: cs_arctic
Ok three changes:
1st. move the hostage in the wash room just so he is above in the bunk room, making it less of a damn mess trying to get him out.
2nd. Extend the vent above the bathroom hostage so that the vent drops you down into the toilet cuibicle as well. Giving some much need variety to that hostage.
3rd. Make another route to take hostages out, I would surgest making it possible to take them out into the control room and having a pick up point there via an apc or somin.

"A pessimist sees the difficulty in every opportunity; an optimist sees the opportunity in every difficulty."
Winston Churchill
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05-22-2008, 04:05 PM #19
re: cs_arctic
I like this map. I have personally never had any trouble getting the hostages up the elevator, I don't know how they are panicking as you said, it has never happened to me. Could be good to have another exit point.
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05-23-2008, 03:58 PM #20
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05-23-2008, 05:31 PM #21
re: cs_arctic
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08-25-2008, 05:06 PM #22
re: cs_arctic
A couple people had some comments on the map and this is a reminder to post them.
My ideas so far as to changes. I'm going to make the tunnel lighting for scarce and provide light sources that come from something (i.e. a light).
Add more rescue zones near the exit points that hostages can't go.
Extend a few areas to give some diversity to closed areas, bunk room and bathroom or move hostages around.
Any additions?
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08-25-2008, 06:54 PM #23
re: cs_arctic
I agree we need to do something with that last hostage below the wash room. The one everyone on T falls back to when they are last. I have even seen the tables pushed up into the door so there is virtually no way in without getting shot through the door as you get stuck between the table and the door. Just need to make a 2nd entrance or move the hostage I say.
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10-04-2008, 11:13 PM #24
re: cs_arctic
I've just finished up an updated version of this map and it'll be available tonight on the server.
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10-05-2008, 02:02 PM #25
re: cs_arctic
it's on fpsbanana now
http://www.fpsbanana.com/maps/67957
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10-05-2008, 02:47 PM #26
re: cs_arctic
This map seems equal now. Much more fun knowing the CT can get to the bottom set of hostages on a regular basis.
FUN FUN
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10-06-2008, 02:20 PM #27
re: cs_arctic
I look forward to playing it to see what new stuff there is. I noticed the upated version on fpsbanana and i was going to jokingly recommend it for the server. But I'll pass now that this is here. LOL
"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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10-06-2008, 05:19 PM #28
re: cs_arctic
I love the new style, it will be tuff at first for the T's but I think they will find there are alot of new ways to play, I love the dark ice tunnel by the way a lovely touch.


"A pessimist sees the difficulty in every opportunity; an optimist sees the opportunity in every difficulty."
Winston Churchill
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03-17-2009, 07:56 PM #29
Re: cs_arctic
I have updated to the final version of this and fixed everything i can find. It is now known simply as cs_arctic.
Changes in this final:
*The doors to the ice caves are locked at the start and can be unlocked from the keypad in the security room that also unlocks the lift door.
*I removed the door from the bunk room.
*Made the tables in the kitchen unmovable.
*Removed the swing door from the ladder to ice caves.
*Adjusted the light flicker in the ice caves to give more frequent light flickers.
*fixed the sounds and soundscapes.
*created a new overview of the underground.
Download
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03-17-2009, 09:36 PM #30
Re: cs_arctic
I like the newer version. Perhaps the most significant change was the switch to activate the ice room doors. Very nice work.
"Be careful guys, he's got a gun"
- Sparhawxx
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