cs_rushdown

Counter-Strike CS
cs_rushdown by MJ
Posted 18 years ago2006-06-14 05:31:21 UTC • Completed • Counter-Strike
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Name
cs_rushdown
By
MJ MJ
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Completed
Included
BSP
Created
18 years ago2006-06-14 05:31:21 UTC
Updated
18 years ago2006-06-16 09:54:02 UTC
Views
1800
Downloads
550
Comments
11
Rating
3.67 (3)
Reviews
0
full star full star full star full star empty star Download (1.72mb)

This map is a conversion of the Rainbow 6: Black Thorne training map 'City Street Small'. I thought it would make a great CS map for clan play and small pubs. The map had to be changed some so it would be playable with Half-Life's old aged engine. Read the .txt for more info.

11 Comments

Commented 18 years ago2006-06-14 06:22:49 UTC Comment #12224
Do you know his PC specs?
Commented 18 years ago2006-06-14 06:52:05 UTC Comment #12225
Dr. Cheese, you are sadly mistaken. You should really look at the r_speeds instead of just taking a glance at an area and determining there could be "10 times more detail". When I'm in some corners of the map, the w_polys reach 960 or so, and you shouldn't go much higher than that.

A lot of polys were probably wasted on the trim, though. That's good detail, but most people won't notice it, and you could make better use of those resources by replacing it with something that stands out more.

Good ambience too, that's something that leaves too many other maps feeling bland.

I think you might have gone more for the realistic feel than for good graphics, which is why many of the rooms feel blocky. You did use that realistic theme fairly well, though. The textures were very good throughout most of the map, conveying the feeling that you were in a bunch of abondoned buildings, and they made up for some of the blander rooms.

I noticed in a few areas that your brushwork was a little sloppy, but that pretty much blended in with the theme of the map, and ended up feeling more like detail than error.

Overall a good job. If the layout wasn't so open, you'd be able to put more detail in, but from a gameplay perspective, it's fine.
Commented 18 years ago2006-06-14 16:19:59 UTC Comment #12232
did you bother looking at the r_speeds cheese? LOL

Yes srry is right. I couldnt add anything else to it or else r_speeds will hike up. Besides it didnt need anymore detail its sorta a conversion of the rb6 training map. Thanks for the kind words srry.
Commented 18 years ago2006-06-14 19:04:52 UTC Comment #12235
One more thing: You shouldn't stretch the textures on the stairs so much, they look a little weird.
Commented 18 years ago2006-06-15 04:16:19 UTC Comment #12240
As I said, the layout was poor in that perspective, but he said he based it on the Rainbow 6: Black Thorne training map. Obviously, as that game came out three years after Half-Life, its engine was more suited to this kind of map with open areas and higher detail.

Although, I just took a look at some R6: BT screens, and I have to say, it doesn't look too hot. Maybe built from the Quake 2 engine at the most. Is it possible that this version actually has more brush detail than the original?

Still, as Dr. Cheese said, you could probably make use of HINTs and NULLs in some areas, it would help quite a bit I think
Commented 18 years ago2006-06-15 04:54:31 UTC Comment #12242
Its because you see alot of the map in the outdoor areas, which increases the r_speeds. The more you see = high r_speeds. I did use nulls and Hints I dont have a good understanding of. Over i think i did a great job with the r_speeds for an outdoor map.
Commented 18 years ago2006-06-15 10:50:13 UTC Comment #12247
Exactly and it paid off so well done...
4/5 because most maps don't get 5 ;)
Commented 18 years ago2006-06-15 18:17:24 UTC Comment #12251
+ Neat/original layout
+ Nice textures
+/- Light fixtures are interesting, but a little weird, which is ok I guess.
+/- Some nice detail with trim, railing, supports... but you need more.
- Not really any props in the map except some boxes = bad imo.
- stairs are too steep and not textured very well.
+ Very smooth performance
- no ambients?

A nice map, but not very inspiring imo. Maybe a stronger theme to give the player an idea what people in this building do, or something. Some more props and detail as I've already said would help, but I think the bottom line is the "idea" needs to be refined a little more.

Nice map!
Commented 18 years ago2006-06-16 04:30:38 UTC Comment #12257
Actually - I have no idea on why everyone's so concerned with the r_speeds. I haven't seen any areas of the map, that had r_speeds higher than ~900 (the nowadays standarts are <1000 wpolies, not 800)

I agree with Rowleybob on most things, although I must say, that the crickets sound is interesting at first, although it becomes a real pain for the ears in a few minutes of playing. Either change the background sound to something more pleasant, or just add some randomly triggered wind/other sounds.
I also didin't like the lighting not matching the sky (or vice versa). If you want to keep the night sky and the current brightness level in the outside, at least add some light sources outside, that would explain the weird brightness outside in the middle of the night. :)
Another thing: This is a cs map. That means, that it should have hostages (cs_ = hostage rescue map). If you want to keep it like that, I'd suggest changing the name to aim_rushdown.

Overall - a very nicely-built map. As Rowleybob said - it needs something to make it stand out of the crowd (trims, map-specific objects, etc.). Take dust as an example. The map-specific objects are the arches and trims. when you see a map with those objects - you always know, that it's a dust remake. :)
The map still needs more work, although it was pretty darn good.
Commented 18 years ago2006-06-16 08:55:03 UTC Comment #12260
you can find RB6 side by side conversion screenshots here:
http://geocities.com/goforbrokehub/rushdown.htm

Thanks for the positive feedback :]
Commented 18 years ago2006-06-20 20:29:18 UTC Comment #12278
but its not as open..

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