Hunter Projects! Created 17 years ago2006-08-26 20:15:41 UTC by Archie Archie

Created 17 years ago2006-08-26 20:15:41 UTC by Archie Archie

Posted 17 years ago2007-04-07 11:26:39 UTC Post #218319
Argh CS. Why?
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2007-04-07 11:31:04 UTC Post #218320
Because Hostage Situation, dm_freelancer and Gyradell Invasion are taking up my HL1 to-do list.

I dont have anything on my 1.6 list.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-04-07 12:28:07 UTC Post #218327
Argh CS. Why?
It'll be a lot different from all the 1.6 maps out there.
It's gonna be a real challenge.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-07 22:08:20 UTC Post #227849
Well i figured it's about time i pimped cs_stakeout. I've been working on it pretty privately for a couple of months now.
It came about after i got bored of making Glasgow for de_microplay and wanted to make a fictional city, combined with just watching the cool ending of the Bourne Identity. (it often amazes me what influences my mapping)

So here's the basic premise:

CT's start in a sprawling night-time city on a small road with a sleazy back-alley leading off of it in one direction, and a bigger road in the other. Already got 2 options. If they choose the alley option, then they are presented with another three options. A Door into a building of which you are at the back of, an open sewer entrance or a darker alley (=D)
So lets assume they take the door. It leads into a small kitchen which goes out into Le Cafe Pwnage. Very bright which makes a major contrast to the dark exterior, and might cause people to flinch at critical moments in firefights. yay.
So anyhoo, either way they go, be it through the alley, following the road or through the cafe, they end up on the main road. accross the street is a big building. It's an embassy. 7 accessable floors tall. The hostages are on floors 2 & 4 (terrorists spawn on 6 & 7)
The CT's then have 3 options. Main door into lobby on ground floor, Fire escape ladder up to the 4th floor on the right, or a handy bush to jump on and climb through a window into the dining room on the first floor.
This embassy would be all boring hallways which would ruin gameplay if it wasn't for the fact that the entire center of the building is one huge stairwell that runs up the whole building. It should provide some very interesting firefights indeed.

Anyhoo, that's about it appart from the many easter eggs, one of which is the fact that every single person who has helped/influinced me in this project is mentioned in spraypaint graffiti around the street level. I guess you'll just have to find the others when you download and play it ^_^

And i suppose you'll be wanting some media then. Well, since you've been good.
Keep in mind my PC is a pile of steaming turd, so all the textures are ultra-low-res in hammer.

The general layout.
Note that the bottom of this shot is unfinished. It'll probably loop round to the far right when i'm done.
Oh, and if you're wondering why none of the Roofs are nodraw'd, it's because they're all visible from the embassy.

The back alley.
That door on the far right is the back door into the kitchen. Behind the camera taking this shot is CT spawn.

The cafe front.
Much lulz to be had reading the menu.

The main stairwell.
Lacks detail due to notfinisheditis.

View from the 5th floor windows in the embassy.
Excellent place for campers you might think, but when it's as dark as it is in-game, and the CT's are all in their deep blue combat uniforms, it can be pretty tricky to see, and pretty easy to be seen up there in your bright window.

WIP, but i think it's making good progress.

Who knows, maybe this map will make night-vision seem less useless?
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-07 22:49:21 UTC Post #227855
tl;dr, but it's looking pretty good.
Posted 16 years ago2007-07-07 23:14:44 UTC Post #227861
Looks nice overall, but I'd suggest you don't have those pillars in the alley screenshot angled like that. It looks very unrealistic and out of place. I don't think I've ever seen anything like it in a city... looks more like something you would see in Black Mesa.
Posted 16 years ago2007-07-08 05:25:49 UTC Post #227901
lol, well it's based on a back-alley from Glasgow..
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-08 05:28:55 UTC Post #227902
Looks nice, but read the first tip in the mapping tips thread! :P
Posted 16 years ago2007-07-08 05:29:45 UTC Post #227903
Well, whatever.
Posted 16 years ago2007-07-08 05:37:10 UTC Post #227907
oh, you're right kasperg.. I appear to have burned the copypasta.
TO HAMMER!
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-08 05:39:36 UTC Post #227909
Lookin' great.
Ingame screenies! NOW!
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-08 11:32:41 UTC Post #227939
Yeah friend it's looking really professional. I want in-game screens though and a playtest to see if the layout is good before you finish it up.
Habboi HabboiSticky White Love Glue
Posted 16 years ago2007-07-08 11:49:10 UTC Post #227940
I'm working in a similar map for CS 1.6. Isn't as advanced as this one is, though, but what the hell, I'm proud of being a newbie mapper.
Posted 16 years ago2007-07-08 13:13:36 UTC Post #227950
I just heard (not so much) about bump mapping, can it be used for cs1.6 and how?
Posted 16 years ago2007-07-08 19:08:29 UTC Post #227978
stares at redka
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-07-08 19:19:31 UTC Post #227979
I sent him a PM explaining it anyway so he won't be taking over your thread anymore. However that doesn't mean I won't ; P Caturday!

But seriously do you need me for the 3D skybox? I think you are more capable of doing it.
Habboi HabboiSticky White Love Glue
You must be logged in to post a response.