Updated Aztec

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  • narby

    #106
    Edited by [user="3134"] @ [time="1030058625"]

    -Dice wrote..

    I have trouble taking "Dick Justice" seriously. To me, this new Aztec breathes a breath of fresh air into an awesome map.
    Everyone is entitled to an opinion (except [CL]Slayer who was apparently dropped on his head as a child). I just think it's important to bear in mind you can't please everyone. People constantly say ``why don't they update the old maps?'' Then someone does, and they get the shaft.



    All the feedback here is important to me and appreciated. Every change in CS is greeted with dismay until a month down the road when noone cares anymore.



    Puffycloud yes I like it too but it made aztec look like dust, and would make the map look like it's been sold out.



    EVA | Dick Justice: yes it was. I'm saying CS is far from realistic, realism isn't generally an argument you can apply to the majority of things in CS. Especially things like random positions of real life items. It is after all, a level, not a paper on chaos theory.
    shinjjang wrote..

    i dont mind abt the light thing, but seriousli i think if u can fall from da bridge and da rail of the bridge is not all connected... it is a problem and i am also wondering if da bridge will block nades and flashbangz, then seriousli i would prefer the original type. also i dont get the change of CT spawn, so it is blocked now?! this brings a big problem to tactics. (just some silly opinions)
    Not sure where you're getting that impression from, the layout has not changed.
    ShotokaN wrote..

    meh... change is good... keeps the game fresh....



    My commentary



    1) I am not a mapper and have no clue about mapping, hence I will give no commentary whatsoever on the textures or any of the aesthetic changes



    2) I'm a clan guy... so I'm just gonna pose a few gameplay questions



    You toned down the crickets which is good IMO b/c I've been to a couple LAN centers with tournaments that require default config.cfg without using console ... so no stopsound.



    I never want anything to happen to the thunder. That is the greatest soundtrigger ever. Well.... it's one of the few I know... so it's great. Brilliant idea and excellent execution... hopefully hasn't been changed?



    The gaps in the boxes I don't mind too much. Playing CW I realized that if you were CT, that was the first place you should scope. Also the FOV from that hole only shows a limited part of the other bridge room. Any clan sniper in their right minds wouldn't sit there. The left side of the CT bridge room is far superior.



    What's the second fixed gap? I only noticed one, but I prolly overlooked it. Which crate is it? Bomb site B or another in T-side bridge room?



    And I have no big problems with the new bridge. I played aztec constantly so I could learn how to see through it, so I feel a bit cheated over all the time I spent. But it makes the game more challenging for T-side (which is hard enough) so it requires a bit more teamwork when coordinating a bridge-water assault.



    All in all, nice couple changes. Shouldn't overly affect the tide of matches.



    Final note: How do we watch old demos in a new version of aztec? Am I gonna see HeatoN look thru some non-existant gap in the boxes and kill someone? OMG h4x!!!
    The layout is absoloutely identical to the original, even the crates are in the exact same positions.

    Comment

    • X-Ray Cat

      #107
      narby wrote..

      The layout is absoloutely identical to the original, even the crates are in the exact same positions.
      And for that you deserve a fruit basket and $53.

      Comment

      • EVA | Dick Justice

        #108
        narby wrote..

        Especially things like random positions of real life items. It is after all, a level, not a paper on chaos theory.
        So true, thats what i said about the box that was half under the ground. Someone wanted to know why it was like that. I said that it didnt really matter, Im sure you just put it in there because it was interesting for coverage and easy to jump over.



        Narby, Theyre your changes, its your map you can do whatever you want and we all will have to get used to it. Im just saying dont change things that arent neccesary to change such as the positioning of the crates. Yea you should change how your able to boost up to the whole upper part of the map.... but the crates are fine and made it interesting. I have no problem with you updating something as stupid as the texture of the ground, if thats what people want, I just do not like the game play changes, such as the crates, lights, and bridge.



        btw.... you should upload your dust version of aztec i wanna see that

        Comment

        • stalkerboy

          #109
          No offence I love aztec but the new floor texture and the grass at the CT spawnpoint suck. Also the lamps or whatever look out of place - hey but thats just my opinion.

          Comment

          • thePostman

            #110
            Edited by [user="31433"] @ [time="1030059461"]

            Love Aztec .... would love better fps .... hate the texture ... can we go back to beta 1?

            Comment

            • ShotokaN

              #111
              Meh... you still didn't answer my question. Can we even watch old demos on aztec in 1.3-1.5 if you replace the map?

              Comment

              • Snakebyte

                #112
                Great job, narb. Aztec has always been one of the best maps, and these changes look like they'll make it even better. I'm betting the bomb site labels will change by the final version, and maybe a slightly different floor texture... but I trust your judgment. If you say this is how it should be, I'm sure it will be for the good of the map. :)



                On an unrelated note, at one time I started getting into mapping, and aztec was the main map I looked to for layout/design ideas; it's so... perfect.



                Keep up the good work!

                Comment

                • caster

                  #113
                  Looks good maybe a little change would be good for us all. After playing long hours of aztec is does seem to get boring but we will get use to it and just get bored of it its not like everytime u play a map it changes. This is goona be like inferno when in C-S 1.1 it was just all plain and in 1.3 (<---Worst version ever) it had a whole new LOOK that just made some of us say "OOO' That's cool" and things like "WHOA! I never seen this over here" but it looks really nice I'm hoping that picture of the water and the block off thing is goona allow us to go through would be a good idea. Bridge looks nice. MORE FPS! WooHoo!

                  Comment

                  • Rahan

                    #114
                    after thinking I like the new bridge.

                    and ummm yay for lower cricket sounds and no laggy lightning.

                    and... yay for not-too-distractive-A-spray

                    that release will be nice!

                    Comment

                    • Exo

                      #115
                      omg!! cs is like totally gonne die omg omg!!



                      gj narby thx for inviting me to playtest

                      Comment

                      • narby

                        #116
                        OK. Here is a total list of every change.



                        -Entry point added to T spawn (aesthetic) (clipped off)

                        -Entry point added to CT spawn (aesthetic) (clipped off)

                        -Changed lighting values for all white ceiling lights in the map. (aesthetic)

                        -Changed architecture style of canal-t spawn ramp. Arched ceiling. (aesthetic)

                        -Removed Large wooden crate containing stone blocks to remove camping.

                        -Removed T spawn signs

                        -Replaced ground sand with stone floor to reflect theme. (aesthetic)

                        -Added incline to canal floor to stop sudden jolt of player when exiting canal

                        -Added arched stone ceiling to T side canal exit

                        -New high detail grate to T side canal exit (with canal extending off into distance) (aesthetic)

                        -Added steps to previous ramped entry points to bridge rooms. (aesthetic)

                        -Cleaned up brushwork globally, less patch splitting, less patches, better fps. (performance)

                        -Removed lightning (performance - removes lag spikes)

                        -Removed lightning sprite (aesthetic) (see above)

                        -Added decorative trim to floor (global) (aesthetic)

                        -New bridge details (wooden bridge - clipped with solid rungs) (lights to explain new light sources (aesthetic)) Added new architecture (aesthetic)

                        -Added small plants (global) (aesthetic) Makes map feel more ``alive''

                        -Added detail items to CT side double door room floor (aesthetic)

                        -Fixed texture issues (misallignments) (aesthetic)

                        -Added more clipping to crates to prevent player getting stuck

                        -Fixed crate gaps giving unfair advantage players (gameplay)

                        -Added signs to distinquish bomb sites (aesthetic)

                        -New trim to raised step at CT side bridge room (aesthetic)

                        -Refined architecture on ropebridge exit points (aesthetic)

                        -Reworked CT spawn (New ground texture to tie in with entry point) (aesthetic)

                        -T spawns moved forward by about 128 units*

                        -CT spawns (those spawns on the far RIGHT only) moved back by 128 units*

                        -Extended canal past grate into distance at CT side double doors (aesthetic)

                        -Light_environment (global lighting) made brighter by a tiny amount

                        -Reduced volume of ambient_generic (cricket sounds)

                        -Slightly reduced frequency of thunder claps (removal of 1 of 3 triggers)



                        *128 is nothing, it's the width of the largest stone blocks in the map.

                        Comment

                        • Johnrx86

                          #117
                          after talking w/ some buddies weve agreed that it would make narby the coolest maper in cs and get him all the women if you could shoot out the bridge supports. To do this, you need to be under the bridge. IF you shoot out the supports on ct side, the bridge snaps in the middle (to the left of the handrail in this pic) http://csnation.counter-strike.net/barn...ec/aztec3.jpg and becomes a ramp leading up to the ct side. If you shoot out the support on terrorist side, it becomes a ladder, but is at a height such that it takes a boost to climb up it. This would add a whole dimension of strategy-do you shoot out the bridge and open yourself up to ct snipers - do u leave the bridge and go for the quick rush? do u stay on the remaining half of the bridge and snipe at those below you? plenty of options. Requiring a boost to get up the t side would direct the flow towards the ct side (terrorists could jump off and walk up the ramp). Ct snipers wouldn't be able to shoot out the bridge, they would have to jump down and shoot it. (This would open them up to the terrorists already down there.) Anyways it would be pretty cool ;-D

                          Comment

                          • narby

                            #118
                            thePostman wrote..

                            Love Aztec .... would love better fps .... hate the texture ... can we go back to beta 1?
                            o postey

                            Comment

                            • kev|n

                              #119
                              looks tight! good job

                              Comment

                              • Sublyme

                                #120
                                kewl, tho it'd be even better if the bridge rooms were setup a bit bigger to give a place to go when nade spamming happens - so many times in pubs (and occasionaly matches) there'll be several in bridge room and can't get out due to clutter/amount of bodies blocking...



                                or maybe I'm talking out of my ass.

                                Comment

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