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Thread: New Map: rush_neighbourhood

  1. #1
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    New Map: rush_neighbourhood

    Hi all,

    Since this section hasn't been used in a while, thought I would post a proggy of my new project: rush_neighbourhood.

    For those unfamiliar, it is another rush map, similar to: http://css.gamebanana.com/maps/172478

    Anyway I have almost finished stage 1 of the map, just a few props to add for detail and some extra lighting for those dark areas and shes all good.

    There will be 3 sections in total (see sketch):
















  2. #21
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    OK I seem to be working faster than anticipated.

    I have uploaded some pics of the shopping center rendered.

    To-DO List:
    • Add the bomb sites into each stage.
    • Configure the progression entities
    • Further optimization of stages 1, 2 and 3
    • Get it ready for beta testing.


















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    Cant wait to play it. Wicked!

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    let me know if you need any more help.



  6. #25
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    Suugestion: Team Weapon Unlocks

    So my proposal is that there be employed a system of weapon unlocks through the achievement of a certain objective (headshots, kills, knifes, etc).
    The entire team would be able to contribute to the completeion of the goal and the unlocking of a weapon to create a sense of teamwork.

    Basically a small pool of powerful/advanced weapons will be initially unable to be purchased as the start of the round for both teams.
    Then each team would have a seprate counter for the same objective.
    For example both terrorists and counter terrorists could have the objective of gaining 18 headshots to unlock the awp for the entire team to use.
    The unlock would either be perm throughout the round or would reset at each stage along with the kill counter.

    I belive this system would be benfitial because it would elminate the most powerful of weapons at the begining of the map to enure a stalemate dosent occur for long periods of time. Another benefit would be that the team objective would help coerce the team into working together and thinking tactically to ensure the completeion of the objective. This would also help the game gain a sharper pace towards the end of the game when both teams may be near the bomb sites but have to face the new danger of new weapons which will force both teams to rely harder on team tactics.

    A ROUGH example of the possible system:

    15 Kills = Desert Eagle
    25 Headshots = AWP
    35 Kills = Krieg 550 Commando
    40 Kills = G3SG1

  7. #26
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    [DtK] [SA] imthenewguy     $ 0.00
    Quote Originally Posted by LIKEAG36 View Post
    Suugestion: Team Weapon Unlocks

    So my proposal is that there be employed a system of weapon unlocks through the achievement of a certain objective (headshots, kills, knifes, etc).
    The entire team would be able to contribute to the completeion of the goal and the unlocking of a weapon to create a sense of teamwork.

    Basically a small pool of powerful/advanced weapons will be initially unable to be purchased as the start of the round for both teams.
    Then each team would have a seprate counter for the same objective.
    For example both terrorists and counter terrorists could have the objective of gaining 18 headshots to unlock the awp for the entire team to use.
    The unlock would either be perm throughout the round or would reset at each stage along with the kill counter.

    I belive this system would be benfitial because it would elminate the most powerful of weapons at the begining of the map to enure a stalemate dosent occur for long periods of time. Another benefit would be that the team objective would help coerce the team into working together and thinking tactically to ensure the completeion of the objective. This would also help the game gain a sharper pace towards the end of the game when both teams may be near the bomb sites but have to face the new danger of new weapons which will force both teams to rely harder on team tactics.

    A ROUGH example of the possible system:

    15 Kills = Desert Eagle
    25 Headshots = AWP
    35 Kills = Krieg 550 Commando
    40 Kills = G3SG1
    Nice suggestion.

    The main issue with it is team work in counter-strike public is non-existent. The mod pushes them to work together to a degree, but not enough to bring in unlock systems like that.

    I was wanting to implement a class system to it though with different attributes, weapons and unlock paths but over time on the server not per stage or round.

    The idea of rush is to stalemate the process until the attacking team buckles and dies or 1 lucky bugger makes it through and blows the sites.

  8. #27
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    Note to self - Do sewers in part 2 for extra access to mcdonalds, building and spawns.

  9. #28
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    Ok I have added the sewers. They lead from near Attacker spawn to bomb site A and B. There is also an entrance near defender spawn so there will be a chance for defence.

    Spent ages optimizing the shopping center with hint/skip brushes. Applied an occluder onto the wall near maccers. Added a few hint/skip in tunnels for best optimization.

    Here are the latest proggy pics.

















    Last edited by imthenewguy; 04-08-13 at 01:04 AM.

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