cs_bank

Counter-Strike CS
cs_bank by metawera
Posted 20 years ago2004-08-11 16:37:06 UTC • Unfinished • Counter-Strike
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Name
cs_bank
By
metawera metawera
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Unfinished
Included
BSP
Created
20 years ago2004-08-11 16:37:06 UTC
Updated
20 years ago2004-08-14 21:41:23 UTC
Views
1269
Downloads
469
Comments
9
Rating
4.00 (1)
full star full star full star full star empty star Download

This is my first map. I think it is nearly complete, but I want to know what things I should adjust/fix. There's technically room for ten on each team, but it would probably be better 5v5. Some features I want to make sure everyone knows about:
In the security room (2nd floor, the "Security" door) there is a lightswitch that disables all internal lights, then dimmer "emergency" lights are turned on. Also, there are three terminals in there, each of which is tied to a trigger_camera. I think they track an invisble object, but not always. The custom wad is just for the sign out front. Host

9 Comments

Commented 20 years ago2004-08-11 18:19:37 UTC Comment #3288
hey, enjoyed playing on the map can't wait till its finished hope u tell me :P . well good map enjoyed it really well but may i suggest when the light dim/go red maybe you could put a alam sound going off!?! i dunno but i really enjoyed the map and playing on it can't wait to c it on the server all the best sprout!!
Commented 20 years ago2004-08-12 03:15:35 UTC Comment #3295
Commented (at some considerable length) in your thread.

4/5, great layout.
Commented 20 years ago2004-08-12 04:10:37 UTC Comment #3298
Yes this a very good map. Extra detailed, everything worked. I do agree that you should use textlights though. I don't think that the lights turning off is a good effect myself, nightvision was worthless because u had enefough lights around the place that it was too bright. My only real problem with the map is the doors, they all made really annoying sounds and were way way way too tall.I mean it must have been 5 feet above me. Shrink them down a bit, its too unnatural. Otherwise as I said, GREAT job. Even though it has some problems, I will give it a 5/5 because its better than what I have seen for a while.
Commented 20 years ago2004-08-13 09:48:50 UTC Comment #3314
*****Updated Map Addendum*****
Okay, thanks to Seventh-Monkey and others, I've adjusted the door height to a more reasonable 84 in. I originally had them that high to make sure that any uneven terrain wouldn't make people travel through the door. I also removed most of the door sounds, except for the ones I thought were still appropriate. I think I fixed most of the lighting problems, adding func_walls and such. Right now, there are three things I've heard, so far, that this map needs:
Texture lights (Anyone know how to set a brush entity's style to Group?)
Rework the front windows (Just 2 vertical ones, or what?)
More security to get to the vault (any ideas?)
Commented 20 years ago2004-08-13 12:00:17 UTC Comment #3317
lasers
tex lights: there is a tutorial on this in the.. tutorials section
group? right click?
Commented 20 years ago2004-08-13 15:04:52 UTC Comment #3319
Fewer windows could reduce your r_speeds too. You should probably move the filing cabinet (by the first vault door, in the lobby on the left) and american flag a few units away from the walls as they can mysteriously appear and disappear from a distance, as well as getting nasty venetian-blind effects on them.
Commented 20 years ago2004-08-13 18:21:39 UTC Comment #3323
Excellent quality for a first map.

Either move those objects that Seventh mentioned away from the walls, or incorporate them into the walls if you need them to be flush, which would be a good idea to minimize snagging and things of that sort.
Commented 20 years ago2004-08-14 01:11:04 UTC Comment #3325
OK, I got some idea's to beef up vault security. First of all, look at some example map that talked about "picking a lock" for a door. This would be a really cool effect if you could have to do that to open the door.
Second, add lasers in the middle of the door so that only when you open the door u see them. Add another picklock thing accept this time when you do it, it turns off the lasers. Make sure you label this security features or something so that people know which is which and put it on another wall that you might not notice when u just turn the corner.
Third and last, I forget if the door of the vault shut by itself but if it doesnt you should make it like 3 seconds so that they need to get in and out fast.

I would say that you should do the first and second ones but maybe the third is going from challanging to stupid and annoying.
Commented 18 years ago2006-04-12 03:38:38 UTC Comment #11482
Amazing detail work! I would go as far to say more high quality, appropriate detail work then in 95% of the maps I've seen. Every detail from the teller tubes and windows to the cordons for customers...superb!

There are some errors and face splitting, but it all looks so good, I don't think people will mind too much.

Layout doesn't seem too big or small, and seems like it would be good.

Besides optimizing and cleaning up small things, I can't really think of anythng to add.

Superb stuff!

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