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English Help! cs_militia

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old Help! cs_militia

united
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I'm currently trying to make the map cs_militia from cs1.6 into a cs2d version. So far I've done the 'sketch' with rough tiles just to show how I'm going and see what you think about it.
http://i800.photobucket.com/albums/yy289/haze2d/cs_militia_sketch.png
Green tiles represent the floor.
Grey tiles represent the walls/limits of the map.
Blue tiles represent Original Boxes from the map.
Dark blue tiles represent possible boxes I'd add to fit cs2d.
What boxes do you think I should keep/delete ? Does the whole map look good or does it need some adjustments? Please leave your feedback so I can make it the best I can.
You can also compare it to the cs1.6 map overview
Note: I have already made a few changes so that there aren't as many open spaces as the original version which would be a mess in cs2d.

PS: If you know any good website for textures/images that I can use for the tiles please let me know.

Thanks~
edited 1×, last 24.01.11 07:12:56 pm

old Re: Help! cs_militia

KimKat
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Well, where is the tunnel under the ground? map layout details are missing, and CS 1.6 textures you can rip using WALLY then try and convert them into tiles. It doesn't always work to find great textures to make into tiles therefor you will need to improvise and create your own.

old Re: Help! cs_militia

united
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I won't add the underground tunnel seeing as it would involve a couple of teleports which are very hard to correctly use.

old Re: Help! cs_militia

Banaan
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Yet the gameplay can improve significantly if the teleports are used correctly.

old Re: Help! cs_militia

Time
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The underground system is the core of the entire gameplay! You just massacred the meaning of cs_militia.

old Re: Help! cs_militia

united
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I'll try adding it and see how it goes.

Edit: Here's how I added the tunnels, I've added a map overview sprite so you can see the length and where the exits are. Exits of the tunnel are in light green tiles.
http://i800.photobucket.com/albums/yy289/haze2d/mapexport-7.png
Thanks for all the help

PS: Those tunnel tiles would be 2x wide, simulating a pipe and all the water on the floor, on the 'wide' spaces there would me some kind of cement or floor.
edited 3×, last 24.01.11 08:03:37 pm

old Re: Help! cs_militia

KimKat
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Somehow your tunnel blueprint differs from the original layout of cs_militia. The path to the computer room seems incorrect, so are you sure that's the correct blueprint? as far as I know the tunnel go in a different direction.

old Re: Help! cs_militia

united
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@kimkat: Not a major problem, moreover I think it fits cs2d gameplay more the way I made it.

---
Should I place the TR respawn on the topleft side of the map or inside the house?

old Map sketch

KimKat
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The problem is just that if it doesn't resemble cs_militia, then it's not cs_militia.

I have created my own version some time ago for a older CS2D version, it's not impossible. It had teleports and all, worked with bots, they could walk around the whole map if they wanted too perhaps because they had waypoints then. Now in the newer CS2D versions if you put a teleporter somewhere the bot can't go then it will all fail, at least for the bot who went through a teleporter. But that's not the important part, the important part is infact not BOT compatibility, it's gameplay and map similarity that comes first priority. BOTS comes second priority. I do not care if bots fail when they step into a teleporter, that's game bug, seriously... map is more important, I'm not just saying that cause I'm a mapper... Okay, fine, I am.

old Re: Help! cs_militia

Banaan
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Why does the road...ish thing on the bottom right not end, but just... ends in nowhere?

And I think you should leave the T spawn in the house - more logical location.

old Re: Help! cs_militia

united
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No idea banaan, it's like that on the 1.6 overview and thanks about the spawn location.

old Re: Help! cs_militia

DannyDeth
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united, it isn't that hard to make the tunnel, it would be pretty simple actually, look at all of Happy Camper's maps, so many have underground tunnels, and it's not like he took 5 and a half years to make eacho of them. I think making the tunnel would make everything perfect again.

old Re: Help! cs_militia

united
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Check my latest update on the screen, danny, and you'll that I've included the tunnels.

old Re: Help! cs_militia

DannyDeth
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Oh sorry united, I didn't see that post
And yeah, agreeing with KimKat, the tunnels look very different

old About cs_militia

KimKat
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I enjoyed your maps somewhat, they are at least okay I did found noticable flaws on it though, United. I personally think your cs_militia could do with certain improvements, I'm of course talking about the tunnels that is non-existant in your map currently. The tunnels should have the sewer-like atmosphere with darkness and ladders, and what not. All or most of the cs_militia details count, more or less. At least layout-wise, I hope you understand. But your maps are still worthy applause due to the fact that you've made a semi-abstract map of cs_militia.

Well, I hope someone could design a good enough cs_militia map. I would, but I experience time pressure, so the sad thing is that I don't got much time at all currently. I have had time to create about two maps this year, they are still unreleased maps since I know there is still room for improvement on them, What I would do is simply getting rid of every flaw on the map before I decide to upload it rather than uploading a map that contains flaws and more or less important details missing to it. However I will be releasing them when the time is right.

Sometime around, I or someone else will create a map that has the most appearance of cs_militia as possible. If I do decide to begin making cs_militia, I will push myself to the limits with the map and I'll put in every little detail into it. But for now only time will tell.
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