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old Re: Project: CS2D Map Overhaul

_Yank
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I have to admit they are much closer to what CS is but I still like the old ones, I think they should be kept (allong a _classic tag or something of that sort)

old Re: Project: CS2D Map Overhaul

Avo
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Yeah, that radar thing confused me for the first time but I just got used to it. Teleporters gonna confuse bots but I don't think it's a big problem because not many play with them, especially on servers.

old Re: Project: CS2D Map Overhaul

_Yank
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Quite flying too much but what if DC implemented a simple layer or under/over system on the next version where you could make natural bridges and stuff (when players goes under bridge, bridge gets 75% transparent so player can see(logic))

yeah I'm totally flying too much, it would require lots of recoding.
edited 3×, last 30.12.15 09:12:27 pm

old Re: Project: CS2D Map Overhaul

DC
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Bots are the smallest point against teleporters acutally. It's also not just the radar. It's general gameplay. Like shooting through there won't work. Same for grenades. It's simply too confusing and it feels wrong.

So this is a restriction I really have to insist on. An official standard map shouldn't have any teleports.

@user _Yank: Yes, you are. Discussed already and discarded. This is not possible without rewriting most of the game (well.. could hack it in in a very ugly way but.. no) and I also simply don't want it in the game either.

old Re: Project: CS2D Map Overhaul

Gaios
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user DC has written
The only problem is... there shouldn't be teleporters on the maps. They cause too many problems and confusion. E.g. with bots and also with the radar

Yeah, I totally agree.. teleports ruin 2D gameplay. You can trick it for glitchs and general it's bad. We need any idea how to build de_dust2.

old Re: Project: CS2D Map Overhaul

smn
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user Gaios has written
user DC has written
The only problem is... there shouldn't be teleporters on the maps. They cause too many problems and confusion. E.g. with bots and also with the radar

Yeah, I totally agree.. teleports ruin 2D gameplay. You can trick it for glitchs and general it's bad. We need any idea how to build de_dust2.


user DC has written
Bots are the smallest point against teleporters acutally. It's also not just the radar. It's general gameplay. Like shooting through there won't work. Same for grenades. It's simply too confusing and it feels wrong.

So this is a restriction I really have to insist on. An official standard map shouldn't have any teleports.


Okay, I'll make another version without teleports as the default one. To be honest, I don't particularily like teleports either, but they're not as game-breaking as you say. We've played maps with them in tournaments (including Time's dust2_source which has them in the exact same place) and it worked out just fine. Also, the confusing radar on dust2 is partly my fault for putting CT spawn on the wrong side of the map.

old Re: Project: CS2D Map Overhaul

smn
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user Gaios has written
@user smn: Look at this:
IMG:https://i.imgur.com/vxv3YXA.png


Good idea in theory, but probably not so good for competitive play. The bombsite would be way too easy to retake.
_

Edit:
tl;dr 4 ze lazy peepz >


I put in some more thought on what actually has to be done to the default maps. And to be honest, there isn't much.
This is why I decided to simply change the visuals of the default maps and keep their layout as it is. That way we can still play on the maps we have so much experience on and hopefully enjoy the new look.

Here's what the default dust2 would look like (might add more detail like in the other version, but we'll see):
IMG:https://i.imgur.com/Subu20d.png


Of course, I will also try to finish the more sophisticated versions of the maps. Since DC doesn't like teleports (understandably), they won't be added to the game itself, but serve their original purpose as community maps. I never really intended to have any of my work added into the actual game, but I gladly accepted DC's suggestion and surely won't regret it.

As always, let me know what you think. Your opinion matters.

old Re: Project: CS2D Map Overhaul

mrc
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With this idea in mind, I changed the main server of CS2DBR. Now it has only 1 script (rconsay to avoid rcon abuses) and it runs standard game mode with default maps:

- as_mars
- as_snow
- cs_assault
- cs_italy
- cs_office
- de_aztec
- de_cs2d
- de_dust
- de_dust2
- de_embrador
- de_takedown
- de_vantage

Now everyone can experience the original gameplay and no extra download, quick play! Well, I'm planning to add the achievement script when it goes final, but that's it. Our competitive maps and configurations are in other server, hehe. If DC add new maps and remakes to the new game version, I'll add them to this server too.
edited 2×, last 01.01.16 09:48:32 pm

old Re: Project: CS2D Map Overhaul

smn
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I updated the thread!

Added 3 maps that might replace the default ones. (and de_cs2d but that doesn't count xd)
__

user mrc has written
How will you do de_nuke without teleports? It's impossible.

If I wanted to make a default nuke without teleports, I'd have to go for something similar to de_nuke_lag where B site is at ramp (I think). I don't like that idea either so I guess nuke won't be in the game by default.
_

user Andrez has written
teleports arent so problematic if there are few only

Agreed, but rules are rules.
user DC has written
So this is a restriction I really have to insist on. An official standard map shouldn't have any teleports.

old Re: Project: CS2D Map Overhaul

Dousea
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I will die if I can't take a peek on new images! So please upload the images on different host. I can't see the images since my internet provider forbids some websites including Imgur.

old Re: Project: CS2D Map Overhaul

mrc
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Err, wait a minute. @user DC: if I remove the teleports of up_maps you will add them to the game as default? Well, I mean, the "possible" maps without teleports. We have up_aztec, it's beautiful, and is possible to play there with no teleports.

Take a look (this version is with teleports, but I can remove them): http://postimg.org/image/5iynwqd41/
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