[bombmap]SuperComputers
DOWNLOAD:http://padpork.warsow-esport.net/files/ ...
omb1b3.pk3
Ok, im at beta3 now, which includes a lighting pass. Id like some feedback about the general looks and what i could do to improve some sections. Id really like an idea about how to do in the 'big' bombsite, theres an empty corner but im not quite sure what to put there :s
TODO:
Redo the skyportal model (it will be the same kind of thing, just better looking and without the missing textures and that wierd backwall that doesnt work properly.
Add a couple more details here and there (especially in that big room where it feels something is missing).
SCREENSHOTS:






Ok, im at beta3 now, which includes a lighting pass. Id like some feedback about the general looks and what i could do to improve some sections. Id really like an idea about how to do in the 'big' bombsite, theres an empty corner but im not quite sure what to put there :s
TODO:
Redo the skyportal model (it will be the same kind of thing, just better looking and without the missing textures and that wierd backwall that doesnt work properly.
Add a couple more details here and there (especially in that big room where it feels something is missing).
SCREENSHOTS:
BETTER than the first one !
add some new route, particulary at the bomb spot, they are only one way to enter!
add some new route, particulary at the bomb spot, they are only one way to enter!
make the eye of sauron from other material please?
maybe it's nice if you add some electrical beams between the eye and the screen standing at the pad,
then have some glowing pipes/wires go into the orange border, and have some sort of upwards glow outta that (think wca2)
how do i open this door from this side?
add fog, or make players not come that close to the edge
um, what?
2 a, 2b and floating in the air.
add some glowing cable / wire between the button and the door,
and maybe embed the button in a socket.
what does this button do?
for me this is a major flowkiller (when going down)
looks better, just:
-I hope you are allowed to use ladelulakus textures :P
-The white lights kill a bit of the atmosphere created by the red and blue glowing tiles imo, especially in the first pic, I suggest to use a maximum of 2 color shemes in a room
-I hope you are allowed to use ladelulakus textures :P
-The white lights kill a bit of the atmosphere created by the red and blue glowing tiles imo, especially in the first pic, I suggest to use a maximum of 2 color shemes in a room
homart wrote:
BETTER than the first one !
add some new route, particulary at the bomb spot, they are only one way to enter!
there are two routes into the bombsites, one of them is open all the time, the other u have to open with one of the two buttons (one on the 'computer' desk thing, the other infront of a blue panel: learn_more took a pic of this one).
learn_more wrote:
some sort of upwards glow outta that (think wca2)
how do i open this door from this side?
add fog, or make players not come that close to the edge
um, what?
2 a, 2b and floating in the air.
add some glowing cable / wire between the button and the door,
and maybe embed the button in a socket.
what does this button do?
for me this is a major flowkiller (when going down)
good idea about about the glow.
you acnt open that door from this side, altho i might put some buttons into alpha spawn so that they can open them from there aswell. Doors are no longer toggleable( they wouldnt close between rounds, instead they now stay open for 15 seconds).
im gonna redo the whole skyportal model (it was part of the mapobjects, but it seems to have suffered from a lack of maintenance).
npt much i can do about those i dont think :<
good idea, that could look pretty cool.
that button opens the other door to the bombsite (you can see it if u 180, just above the stairs)
the map was designed with the goal behind it that teams wouldnt just be able to go from spawn to bombsite without dropping any speed. its intentional that u cant take it in a flat out bunny hop.
thanks for the feedback learn_more
there are two routes into the bombsites, one of them is open all the time, the other u have to open with one of the two buttons (one on the 'computer' desk thing, the other infront of a blue panel: learn_more took a pic of this one).
Yes but only one way to enter in the bomb site !
thats intentional, if there are other entrances it defies the whole
point :s
4mraam wrote:
Why am I the only guy who starts mapping the details first and tries to get a gameplay later :D
Because you lack common sense?
SolidFake wrote:
goochie wrote:
use common sense
opinions aren't the same, there is no such a thing like common sense
anyway, from the pics I can say that the brushwork is done without any proper principle behind it, it looks more like a test or a first try, and that a lot of textures don't fit where they are and look horrible
imho, having only one entrance to a room doesnt quallify as proper
chokepoint, cus its too easy to just spam it. also, if u look at
any cs map that plays well, most bombsites have more than two
points of entrance. i think one benefit of having this is the
urgence to decide to which spot to send two or three defenders, to
make it not too easy. another is to support strategic creativity
and versatile gameplay. maybe the gameplay in this one is new and
gets it right, i cant tell for i didnt play it. yet.
VectorVanDoom wrote:
if u look at any cs map that plays well, most bombsites have more than two points of entrance.
u mean like dust2 with its two entrances to a and one to b. or train with its two entrances to a and two (but around a small single chokepoint) to b. or nuke, with its 1 entrance to ramp room, and 2 tiny entrances to upper site? or maybe u mean like cobble, with its 2 entrances to a and 1 to b. or maybe cpl_mill, which has 2 main entrances to a, with 1 sewer entrance, or b with 1 main entrance and 1 sewer route.
:)
thelawenforcer wrote:
VectorVanDoom wrote:
if u look at any cs map that plays well, most bombsites have more than two points of entrance.
u mean like dust2 with its two entrances to a and one to b. or train with its two entrances to a and two (but around a small single chokepoint) to b. or nuke, with its 1 entrance to ramp room, and 2 tiny entrances to upper site? or maybe u mean like cobble, with its 2 entrances to a and 1 to b. or maybe cpl_mill, which has 2 main entrances to a, with 1 sewer entrance, or b with 1 main entrance and 1 sewer route.
:)
Dust2 has three entry points to B (tunnel, doors, window), and three to A (cat, ct, long a). Train has 5 for inner, and outer is basically open. Nuke has vents, secret and ramp for lower entry, and mini, hut, and squeaky for upper, plus heaven. Mill has three to a, and three to b(ladder/bridge, alley, and sewer). Cobble is imbalanced and was never a good competitive map. As for your map, I haven't played it yet, nothing to say about it, just cleaning up.
ah, but your counting defensive entry points. in that case mine has
3 for each aswell.
thelawenforcer wrote:
ah, but your counting defensive entry points. in that case mine has 3 for each aswell.
Obviously you haven't played lots of cs.
Obviously law is right.
You can't enter B on dust_2 that easy trough the door/window combo because normaly there is a AWP-player in CT-Mid. If you have a strat for this way of attack you mosty have one or two guys distracting at long-a and two middle. The two middle will smoke the CT-Spawn to get a flawless go on B and the two long guys will wait for the A-CTs to go over and kill them trough A-Cat or mid. The last guy is at Tunnel and normaly has the Bomb. In laws map you also can run trough the defenders spawn and catch them from behind but this is not really usefull since the timer in W§W-Bomb is only one min and in cs 1.45 or 2.
You can't enter B on dust_2 that easy trough the door/window combo because normaly there is a AWP-player in CT-Mid. If you have a strat for this way of attack you mosty have one or two guys distracting at long-a and two middle. The two middle will smoke the CT-Spawn to get a flawless go on B and the two long guys will wait for the A-CTs to go over and kill them trough A-Cat or mid. The last guy is at Tunnel and normaly has the Bomb. In laws map you also can run trough the defenders spawn and catch them from behind but this is not really usefull since the timer in W§W-Bomb is only one min and in cs 1.45 or 2.
goochie wrote:
SolidFake wrote:
goochie wrote:
use common sense
opinions aren't the same, there is no such a thing like common sense
anyway, from the pics I can say that the brushwork is done without any proper principle behind it, it looks more like a test or a first try, and that a lot of textures don't fit where they are and look horrible
My bad.
36 wrote:
goochie wrote:
SolidFake wrote:
opinions aren't the same, there is no such a thing like common sense
anyway, from the pics I can say that the brushwork is done without any proper principle behind it, it looks more like a test or a first try, and that a lot of textures don't fit where they are and look horrible
My bad.
supercomputers huh 36!
like your pc
cos you just got a pc
and it aint working
WTFProoF wrote:
Obviously law is right.
You can't enter B on dust_2 that easy trough the door/window combo because normaly there is a AWP-player in CT-Mid. If you have a strat for this way of attack you mosty have one or two guys distracting at long-a and two middle. The two middle will smoke the CT-Spawn to get a flawless go on B and the two long guys will wait for the A-CTs to go over and kill them trough A-Cat or mid. The last guy is at Tunnel and normaly has the Bomb. In laws map you also can run trough the defenders spawn and catch them from behind but this is not really usefull since the timer in W§W-Bomb is only one min and in cs 1.45 or 2.
Mid/B split on Dust2 is easily one of the most powerful and common strats for that map. In cs you're like a turtle compared to flying pigs. So having a shorter timer is fine. Also during the CGS days, the timer in cs was 1m20s.
Durign CGS it was MR9 16000k so it was normal to have a shorter
timer. And for a Split on B you need amazing Teamplay and
Flashes/Smokes. Teamplay is ok in WSW but Flashes/Smokes?! And also
W§W is much louder as for a B-Split you normaly don't run around or
Spam too much, in W§W you normaly are Strafing making lots of noise
and spamming all you have in your arsenal.
Anyway we are getting away from the topic.
Anyway we are getting away from the topic.
how about i actually get some map feedback in my map thread rather
than some random CS discussion?

