From a mappers point of view, this is probably better. But for playability, it takes away aztecs simplistic feel and gets abit messy. I could grow to love it, but if something not broke dont fix it. If this is released, please dont make it overwrite the old aztec :/
Updated Aztec
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salu wrote..
The map has only been polished. These are not drastic changes. A couple of texture changes and some improved brushwork hardly constitutes your point. The map has been LONG overdue for an update and thats simply what it is. People are constantly asking for the older maps to be improved/fixed/updated and when they are tiny changes apparently make the map suck.
Narby....I wonder if the flavour of what folk are saying is that Aztec may benefit from a polish but don't remove the top layer of varnish first. In other words make some small changes but not to the level that you have?
byw, I don't like the grassy bit at the CT Spawn. Looks like a meadow...
It's the same map, don't make a mountain out of a molehill.SoBeR wrote..
You won't stop playing. You'll pretend you will and tell your freinds but 2 days later you'll start playing again. Drama queen alert.
Narby, you have ruined the map! Aztec is my favorite map at the minute and one of the only maps i play well on. If 1.6 aztec is like this im gonna stop playing cs.
Why??? Aztec was the perfect map already. The textures on the ground look like wood, so you feel like your playing on a pirates ship. The bridge was perfect now it feels so....unproffessional. Like someone said before the Bombsite markings dewfinitely look like someone sprayed them on. The lightning was a good thing not a bad thing!
Anyway this new aztec is definitely a million times worse. Im sorry, i know that u put a lot of effort into it but we have to be honest! Change the map back to the one we have all grown to love. Or i may hire someone to kill you....
Ok i am being a little harsh, its still an ok map but change it back!
The old bridge was hardly professional. 6 blocks strung together with no finishing detail and obtrusive rails that defied physics?
Ok.Comment
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Cricket noise gone rulz, altho i always used stopsound anyways.
The new textures and the bridge will hopefully enhance playability of the map.
BUT: WTF is up with those UGLY plants ? They look so BAD and will probably be iritating if you try to scan some area and have all these bushes sitting around > makes camping easier.
I think maps should be optimized for clanwars, not for ffa and definetly not for looks. So those lights should leave too, no sense in having them around execept for looks.Comment
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Edited by [user="26660"] @ [time="1030107786"]
- Can u still get on top of the walls?
- Which sound triggers still exist?
- Can u still jump from the height of the bridge into the water and not take damage?
Sorry if one or all have been asked before but i didnt spot them as i glanced thru.Comment
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Are you be able to stand on the lamps?
Is damage reduced if you are shoot trough the bridge?
Can you throw grenades trough the bridge?
You said you removed 1/3 thunder triggers. I count 4 triggers, did you make a mistake or am I on drugs?
And what trigger is being removed?Comment
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Demonen wrote..
typo, should have been 1/4. As I said I'm not gonna tell you which was removed. Have fun working it out :x
Are you be able to stand on the lamps?
Is damage reduced if you are shoot trough the bridge?
Can you throw grenades trough the bridge?
You said you removed 1/3 thunder triggers. I count 4 triggers, did you make a mistake or am I on drugs?
And what trigger is being removed?
Yes you can jump off the brdge into the water and not take damage.
Yes damage is reduced if you shoot through the bridge slats.
Yes the lamps are solid.Comment
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Neat changes Chris (I will never use n@rby! mwahah) It's looking good, although I felt it didn't really need any changes. But that's lazy old me.
What would make it look really cool is making it real dark and adding a TON of vertical spotlights on the walls. It's not gonna happen, and it'd look weird having spotlights everywhere, but the screenies would be awesome. And it would no doubt be a nightmare to navigate and play... but it would look cool.
I don't like the big labels either - it's the style, not the concept. I'm thinking that some signs sticking up at awkward angles from the ground would better suit the map, if you could get the textures done. Some more strategic spraypaint might help. Actually, each bombsite could just be given a different colour (amber and blue), which would certainly aid visually.
Just me 1 pence. On with the rest:Maelstrom wrote..
I would remove the sky walking from Dust if it was a bug in Dust. It isn't. Therefore I won't.
Would you stop playing dust if sky-walking was removed from it?
Call me a git if you like, but that's the way I call it. If Valve want it fixed - they have the RMF, legally the map is theirs, and they may fix it. I stick by my judgment that it is an engine bug introduced by 1.1.0.0 and hence should be fixed by the engine.flippo wrote..
I'd rather have my map look weird than have less depth.
What the giant fucking A's and B's all over dust2 don't look out of place?MIA | CrUnCh wrote..
As a designer, we want to make maps better. One of the best ways is to give it a mass audience, and analysis the response. This is what I did with Dust (the crates and spawn positions have changed a lot since the first release), and this is what Chris is doing with Aztec. Not everyone likes change for the better, but we have to keep the majority happy.
Please PLEASE stop changing the greats. de_aztec was fine a long time ago, each time it changes it gets worse, less fun and the community feel aztec once had is no more and looks set to be dimolished once again.Mr-Shag wrote..
There is [a 'til recently diminishing] variety in the maps that CS comes with, and indeed thje included mapcycle. It's just that admins change it.
Why cant the bloody counter strike committe get some variety in there maps cycle's ?narby wrote..
I should patent those doors. 'Dust Doors'. Catchy, if perhaps foolish.
They're that way around for a reason. Those doors are a VIS-block. This basically means they stop the engine drawning a large part of the map when viewed from cirtain angles (like the other side of the doors near the bomb area).
If you flip them around, the visibility system will draw both areas and your fps most likely will drop by 1/3 or even half (without player models)
It would also give any CT comming from the walkway an easy angle to snipe right through to the other side where the T's are, and may even cover their advance into the rope bridge room.Comment
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