fy_hydroxide_v3_final_extended

Counter-Strike: Source CSS
fy_hydroxide_v3_final_extended by THE_SHRUB
Posted 17 years ago2007-02-19 17:39:28 UTC • Completed • Counter-Strike: Source
Loading...
Screenshot Thumbnail
Name
fy_hydroxide_v3_final_extended
By
THE_SHRUB THE_SHRUB
Type
Map
Engine
Source
Game
Counter-Strike: Source
Category
Completed
Included
BSP
Created
17 years ago2007-02-19 17:39:28 UTC
Updated
17 years ago2007-02-19 17:39:28 UTC
Views
1594
Downloads
526
Comments
3
Reviews
0
Download

OK, this is my FINAL FINAL version of my hydroxide map. in this version i kept the general layout of the origonal map, but as the name implies i extended the map to increase playing space out in the courtyard. I also added some light fog, made the spikes hurt you, and tried to minimize camping in the basement. Due to compile times i likely wont be altering the map any more, unless it is a necessity. none the less i would still appreciate feedback!!

3 Comments

Commented 17 years ago2007-02-21 01:36:52 UTC Comment #14274
I think the fog effect is emphasized too much.
Commented 17 years ago2007-03-18 09:27:56 UTC Comment #14398
The whole feel of the map is ok, since there a lot of gameplay possibilities and it could be fun. What doesn't convince me is the way you combined aztec textures with this sort of architecture. The yellow+black stripes and combine glass look weird.
Speaking of architecture, there are things floating in the air which makes the whole thing even less believable (just look at the wooden thing in the screenshot floating over the pillars)
The underground part is too big and too dark in my opinion, and it would only affect gameplay in a negative manner...
Commented 17 years ago2007-03-18 15:39:01 UTC Comment #14399
i completely agree with you... but i can at least explain why the pillars and the wooden frame above it are just floating... my original intention was to have the pillars hanging below the frame as if they were giant punching bags and the frame would be attached to the walkway that extends out from the top floor of the t side building, unfortunately due to horrid compile times and that i couldnt get the punching bag thing to work no matter what i did i gave up and just kept them were they are... thx for the architectural advice i will be sure to keep it in mind for my next map!!

You must log in to post a comment. You can login or register a new account.