Updated Aztec

Collapse
This topic is closed.
X
X
 
  • Time
  • Show
Clear All
new posts
  • narby

    #301
    Overviews don't really help people in public servers though..

    Comment

    • bubba_

      #302
      well, at least you could look at the pictures as a part of learning the map.

      Comment

      • +BB-

        #303
        Looks good Narby, can't wait to play it!

        Comment

        • bubba_

          #304
          cant wait to play both 1.6 and the new aztec

          Comment

          • foff

            #305
            Some nice changes here, some not so nice. Darkening the level a bit by changing the floor is a good idea, never been keen on the uberbright walls though. The redone map was always far too light in comparison to the older (and superior aesthetically) version.



            The vegatation clumps look out of place, patches of moss on the floor would be more apt.



            Removing the pixel gaps between crates is gonna remove options, which people never like. Removing options will help gameplay how?



            Lamps look out of place, grass at ct spawn a bit too green... all that general stuff that other people have pointed out.



            Sloped doorways... about as sensible as a keyhole shaped one I guess.



            New lighting in the water area looks tacky in the screenshots.



            Removal of the crate near T spawn. CT dominated map a lot of the time, cutting down more options for Ts, again not really going to improve gameplay. They'll camp a little bit further back and just get more frustrated at being killed.



            Improved fps we'll have to wait and see, but if that's the case then that's a great move. Fixing on the odd geniune bug like the thunder and people getting caught on the block down in the water are great changes.



            Cutting down on ambient sound will be well received.



            Overall feel from the floor changed alone is good, but some of the other introduced aspects are too alien. Leafy grasses and no other forms of greenery apart from a toxic green grass doesn't bring a map to life. Nor does a grey bridge with yellow lamps under it. Hopefully things'll work out

            Comment

            • narby

              #306
              I don't think you people actually understand the whole light thing. In archeological sites they use flood lights to illuminate areas of intrest or those areas being worked on. They provide mobile, realistic and diversity in the lighting, and don't change gameplay any.

              Apparently I placed them because I thought they had electicity and lighting 2000 years ago.
              Removal of the crate near T spawn. CT dominated map a lot of the time, cutting down more options for Ts, again not really going to improve gameplay. They'll camp a little bit further back and just get more frustrated at being killed.
              T's should NEVER be camping on a de_ map. The fewer places that encourage camping the better. Don't lead this statement into the whole ``aztec is biased T's have to camp blah blah'' discussion, it's been done to death.

              Comment

              • foff

                #307
                As you said earlier, using the realism arguement in cs just doesn't hold. I'm not saying it's going to alter the gameplay, I'm saying it doesn't look good. The lights look tacky, the map is so bright that having the light source making the shadows along the wall there looks out of place.



                T's shouldn't camp, no. But if CTs are rushing and dominating, they have no coice. The fewer places they have to hide in, the more frustrated they will come. I'm leading it into a "removing options doesn't improve gameplay" discussion.

                Comment

                • narby

                  #308
                  They always have a choice, sitting back doesn't plant the bomb

                  Comment

                  • Emericana

                    #309
                    Maybe have the CT door to A blocked for like 10 seconds, then a scripted event for it to crumble or something...it is an ancient relic after all...

                    Comment

                    • foff

                      #310
                      narby wrote..

                      They always have a choice, sitting back doesn't plant the bomb
                      And as you'll no doubt know from countless hours of playing that it's not an ideal world where people are able to play like that, especially not when teams are outskilled. Camping has a place for eco rounds in clan games and to give options when totally outclassed in publics. Options = variety = fun. The opposite is also true.

                      Comment

                      • narby

                        #311
                        It doesn't mean the mapper should nurture camping.

                        Comment

                        • foff

                          #312
                          Camping is part of the game, it has its place. Abused sometimes, yes. But still a viable place. People don't want to rush mindlessly and get raped time and time again. If the CTs are doing the rushing and are dominant at it, the Ts being walked over... they have no choice but to camp. And you've taken away a good option for them.



                          That is going to lead to frustration, it's going to make people camp spawn instead. It's not going to discourage camping, it's not going to make Ts attack.



                          You might be getting frustrated at people not liking some of the changes, but some of them aren't logical ones to make.

                          Comment

                          • biff`

                            #313
                            definetly a great change - some people tired of the old look should like the retextured map - and those who don't can cry - it looks spendid IMO

                            Comment

                            • Gpig

                              #314
                              For those who don't like the camp box being gone it's replaced with something even better for camping with. Now you can hop on top of some boxes there and have another person on the other side and it will be like the T's guarding the hallway.



                              I like the new wood bridge because though in the screenshots it looks like you can snipe people in the water with no much problem it really is nearly impossible without actually getting on the bridge to see through. I like it, it makes water an even better option.

                              Comment

                              • Marvel

                                #315
                                narby wrote..

                                I'm wondering how changing the style of a bridge affects a teams ability to snipe. It doesn't hinder anything. It size is the same.
                                I don't think CTs should be playing up this far. But if CTs play up in their bridge room, the Ts can pick them off through the old bridge which was rope or whatever. I dunno if you'll be able to see enough through the wood planks but it should work out regardless. Teams always find a way to work around problems.

                                Comment

                                Working...