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Subject Topic: It’s that time again! courtyard time. (Topic Closed Topic Closed) Post ReplyPost New Topic
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TheGouldFish
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Posted: 25 November 2005 at 12:11pm | IP Logged  

Yeah I have been working on "that" map again, but a number of things have changed.

cs_thecourtyard is complete and I'm never working on it again. (I will put a link to it here soon)

The reason for this you ask (any one?!).

Well it's because I have been working on de_thecourtyard.
yeap its now a bomb map, and I've more or less completed it. So I was hoping that some time this weekend I will upload the slow version of the map to the CS:S server to give it a quick run around and to see if the map is balanced enough.

if it is then I will do a full compile and that will remove the slow and crappy gfx mistakes that show up under a quick complie.

So is there any one here that would be willing to try out my "new" map?

download it here

Edited by TheGouldFish on 27 November 2005 at 1:22am


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Puss
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Posted: 25 November 2005 at 12:31pm | IP Logged  

If I am around on MSN then I will give it a whirl!

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TheGouldFish
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Posted: 25 November 2005 at 1:03pm | IP Logged  

cool.

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Nhumrod
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Posted: 25 November 2005 at 4:15pm | IP Logged  

hate to be a party pooper but the only thing is if you upload a buggy slow map its going to slow all the other servers down? Cant you run it on your machine at home to start til youve got it running at a reasonable speed?

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TheGouldFish
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Posted: 26 November 2005 at 4:58pm | IP Logged  

it's solw and laggy on your machine not the server. it's due to how much the GFX card is drawing.

the problem is that it takes 8 hours to do a full compile and I don't want to run that unless I knwo everything is fine/

Edited by TheGouldFish on 26 November 2005 at 5:21pm


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TheGouldFish
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Posted: 27 November 2005 at 1:22am | IP Logged  

right I've updted my fist post with the link to the map. if there is no bugs found then I will do a full compile on monday and I will upload it and that will be courtyard done, for good!

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Sirwomble
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Posted: 28 November 2005 at 4:08am | IP Logged  

not being funny but why not just play it yourself search for bugs and put up a good version when you think youve got it right instead of dozens of versions of the same map , and why source we dont play source ???? source is still obsolete in SFH and rightly so it still looks great but is to laggy still it still suxs how valve can release such a good looking game only to be spoilt entirely by the game play ....

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TheGouldFish
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Posted: 28 November 2005 at 1:11pm | IP Logged  

because there is no point making CS 1.6 maps anymore, I can do a hell of alot better things in CS:S.

and I do play the maps before I put them up on the server, I've done ALOT of testing on this map but as all good dev's / testers know it's better to get some one else to look at your work to see if they spot something that you would not even think of looking at.

The way I see it with this map is that if no problems are found then it's done, finish, the big completo!!

If no one really cares about my mapping anymore then I will just stop asking you's to test it ok.

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hamble
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Posted: 01 December 2005 at 4:17pm | IP Logged  

I've had a ten minute play of it against the CS Bots... can't really comment on any bugs / problems as I didn't play it long and none seemed to happen (actually reasonably smooth on my machine).

What I would say however is:

a: A lot of the areas are very DARK! – I had to set my brightness up a lot from what it should be to be able to play sensibly.

b: The map seems very HUGE and for my taste has too many possible routes / passages / ways in and out, without any particular sense of design coherence. I found I got rather lost and didn't know where I was / where I was going. Sometimes it looked like I could jump up onto areas I couldn't, which was annoying.

Technically it all seemed good though – must have taken AGES to make a map of this size and you've obviously got the skills / patience for mapping, which I just don't have! Some nice details in there, with the light wires running throughout and all the rubble, etc. Just to say again that I didn't play it for long at all, so it might grow on me if I did.

Just a general point: If you look at the most successful maps, like the Dusts and Assault, Italy, Train, Aztec and even Office, they all tend to feel pretty logical in a real-world sense, and they manage to strike a good balance between offering multiple routes, without becoming too sprawling and confusing. For example, they frequently have signs for Site A and Site B guiding the player, so you get a geographic feeling of the map very quickly. I found myself somewhat confused in your map, and architecturally parts of it seemed rather 'odd'!

S'all good though – hope you don't take this as an insult – I still think it's a great achievement to be able to make a map like this! I always like the idea of mapping, but I just don't have the patience for it. Keep up the hard work and keep posting them here – I'll check 'em, even if noone else does! What's the next project?




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Puss
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Posted: 01 December 2005 at 4:23pm | IP Logged  

I haven't seen it on the server yet. Otherwise I would be on having a look. I could download it but I always forget when I am not at work.

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Sirwomble
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Posted: 01 December 2005 at 6:14pm | IP Logged  

ill certainly have a look , but im just saying its seems alot of work for something that wont be used much , if only someone would sort out the lag and playability of source id be the first to start using the source sever but as of yet noone has .

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TheGouldFish
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Posted: 02 December 2005 at 10:26am | IP Logged  

Thanks hamble, Dark you say, hmmm will hvae to look into that.

I guess I could put up signs saying bomb site A and B.
and the architectur being odd, I can guess that is right. It's been along time in the making and I've got better at working with hammer in that time so my level design sytle has changed alot.

As for being big, I've never thought that about the map hmm maybe I'm just to close to it.

Next project, Im working on porting my fav map De_doomed.

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