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csde_bridge (Apr 21, 2005)
Earlier in the week it occured to me that there was a precursor to de_sienna that I had made, basically to experiment with a few things. The aim was to create a tight-yet-open dark-yet-bright map with action-yet-sneakiness designed for LAN play. The aim was not a `real' map as such, but something that would be a good blast for a 30-odd minutes.
Ultimately, I wanted a small, very dark map that would encourage sneakiness. I like being sneaky in games.
The result of a few hours work was this:



...a rotationally-symmetric map, with bombs, hostages, a load of Quake2-era lighting, colours, darkness, water, rain, lightning and thunder. It had its snipey towers, its hiding spots, its dark concealments and very bright shortcuts. It was quite fun, aside from a few minor bugs with the thunder and lightning.
The pictures above aren't entirely accurate. They're too bright. This is one of the original screenshots:

It's pretty damn dark, but darkness doesn't really matter in CS 1.6 because everyone just ups their gamma/brightness anyway (NVG are almost obsolete). This came to my knowledge after a rather hefty bout of playing... I was knocked out of a round very early on, so went to spy on my housemates finishing the round. They had their brightness cranked up to the top... they could see everything, whilst I was squinting to make things out, buying NVG every round.
I told them to turn the brightness down. I tried to force it. But I realised... I didn't care. It was more fun to think they couldn't see me whilst I sneaked around in the dark. It was a challenge trying to spot them from a distance with an AWP in one of the (lit) towers. It was oddly fun.
I'm tempted to release it, just for kicks. I haven't released a non-commercial/official map for a very long time indeed, and never released a `fun' map. Maybe the source too. Hmm.
Update: This map is now available for download.
« Me and Machinima csde_bridge: It's Here »
user comments
Leon at 21:39 on Apr 23, 2005
Good work dave, you maps are a very example of a power of one engine. Maps for source are harded, i'm learning so...
Good job!
dave at 08:38 on Apr 23, 2005
Well if I release the map, I'll probably pu the RMF there too so anyone can change it and do what they want. Remember the map is for HL1/CS1 so it would require a lot of work to get it looking good with the Source engine.
In fact, it would probably easier to start afresh and change the design to better suit FF. It was designed with CS 1.6 specifically in mind.
Mikkle at 10:23 on Apr 23, 2005
The map looks awesome, you really did a great job... Makes me want to reinstall CS 1.6 :)
Andy at 16:44 on Apr 23, 2005
please release it :D we need good 1.6 maps that aren't iceworld variations.
Geoff at 18:35 on Apr 23, 2005
Could You Remake de_747 for Counter-Strike Source?
Geoff
Geoff at 18:37 on Apr 23, 2005
I Meant cs_747 Sorry about that.
- Geoff
boubou at 18:40 on Apr 23, 2005
So I have your permission to reamke it for the game Dave? thanks.
boubou at 02:19 on Apr 23, 2005
Wow, that map is amazing. Would you ever consider making that a Fortress Forever map?
CrabPirate at 19:57 on Apr 25, 2005
Hey Dave, converting maps to CS source is a pain in the ass, the texture lights don't really exist in the same fashion they used to, and several of the entities no longer exist.
dave at 22:26 on Apr 25, 2005
It may not be as straightforward as it could be, but I like to think of that as a filter. Only the really determined will convert their maps, hence preventing an onslaught of bad HL1 conversions!
It's all in the name of progress, though.
Name at 06:15 on Apr 27, 2005
why does cs have to have their gamma and stuff like that. I wanted this map to be like Unreal w/o players having to brighten their screen.
Cpt. Planet! at 02:20 on Apr 28, 2005
hey we'd love to try your map on our server, but can it handle 20 spawn points? if not, would you consider making a version that would?
thanks!
CP
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