Narby Releases de_quarry

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  • -Ewok

    #46
    Narby the map looks great. You've like completely changed what it previously looked like. You've have gotten rid of all that wasted space you had before so you go from one impressive looking area to the next. The new textures are really nice, good job ikka. Better than using some of those airstrip textures.



    Haven't had a chance to play test it (as in with other people), but there's one small little thing I think you should change. Your signs are waay thick, looks a little odd, it could be a small wall. One of them is by the water tower. Yeah, also those doors scale does look a little off.



    That's about all for now, good job. Oh and I think you should never lose sight of your vision, sometimes it's not worth compromise.



    - Ewok

    Comment

    • Hyl3riD

      #47
      ok It's been many many hours now that I have ran around this map and I've had dozens of people come play it on my server (66.36.238.32:27035) and got their feedback...



      by far the biggest complaint is the inability for CT's to reach bombsite B before the T's do..... however over the past hours of gameplay i've noticed several players are willing to climb the later at CT spawn and run off the snipers nest.... This takes 28 hp away but gives them a much need 2 second advantage over the T's when rushing the B bombsite



      perhaps there should be a way to make this leap of faith w/ out losing hp or better yet just and extra doorway in the back of CT spawn which will shave a cool 8 seconds off of their commute to bombsite B



      well enuf with beating that dead horse... the only other real complaints I've heard are several people crying that they are getting stuck in cracks where the shouldn't be jumping in the first place.



      all in all a very fun map... its a different layout than most, with the majority of the action taking place on the multitired very well designed B bombsite.



      if narby fixes the one glaring problems then this will likely find it's way onto the rotations of many pubs and maybe even into a few leagues.

      Comment

      • Bruce Willis

        #48
        I want to hear some ambience. If some people don't like it, they can turn it off.

        Comment

        • MikeJ

          #49
          if only they could

          Comment

          • Hyl3riD

            #50
            MikeJ wrote..

            if only they could
            why yes sir they can.... ever here of a little command called "stopsound"?

            Comment

            • I2o[G]uE TacT-X

              #51
              I want to be able to "stopsound" permantly. ;]

              Comment

              • Hyl3riD

                #52
                well thats simple enuf sir..... just take off the head phones

                Comment

                • Dirk

                  #53
                  Hyl3riD wrote..

                  why yes sir they can.... ever here of a little command called "stopsound"?
                  Ever heard of cal?

                  Comment

                  • K-Naledge

                    #54
                    Edited by [user="127702"] @ [time="1085295656"]

                    Hey clockwork_orange, I just wanted to point out a few notes of interest I've taken during play testing:



                    - First, foremost: Don't change the overall map itself. The feel is nice and offers up a lot of creative and "slower" strats that make you THINK.



                    - Tweak (minorly) the distances between A to B (long A to backpedal B thru A site) times. You brought this up by creating an "alternate" path, but I feel that if you do this, you need to make it heavily accessible by the CT side and less "inhabitable" for the T's to overtake as it could create a lot of "hiding" or "waiting".



                    - A site: water tower platform >> nades disappear under it if thrown relative to the platform.



                    - B site: windows overlooking target/catwalk >> while crouching inside window on ledge, produces an odd "spray" pattern, reminiscent of trying to shoot from a ladder.



                    - General: ALL walls need a bit of density checking and scaling. Some walls are VERY thin and seem very easily shot thru, while others do not yet appear the same density.



                    - To compensate for jumping out of the "sniper nests" as they are being labelled, make those "chains" actually climbable perhaps. The height is good, so they cannot be reached without a boost from the ground level, while still making it an option (though leaving someone VERY open to incoming fire) could be a nice trade off. Though I will say, it is fun to watch people hesitate on the decision to jump or not



                    In regards to the "B site roller door" issue, I don't see how it needs to be changed. I picture this map as being inspired by a "ying - yang". For example, CT spawn is relevant to A, creating no real need for CT's to make purchase of the doorway/hallway leading to long A (choke). They simply cover A, and push B. So, to the CT, B is the longer route, while A is the shorter route, thus allowing some pretty nice planning on who goes off to B and who stays, and foremost, where.



                    On the other hand, you have the T's with their fairly short travel time to B, with a more "extended play" on A should they decide to make that decision. B is fairly balanced what with the money sucking soda machines, etc. and the cover the lounge provides (seen some nice shootouts with AWPs/Scouts from B site down into B corridor/lounge) and conversely, allows a more strategic, albeit delayed approach to overtaking A, and even so, with the proper timing and thought, all that STOPS T's from getting INTO A site is long A itself (which CAN be overtaken or at least pushed into fairly easily if the T's hurry up, thus getting there relatively at the same time as CT's, etc) and of course the sniper nest overlooking A site from CT spawn and the right hand side of the door as T's enter into "rock ground" at A site out of the little building there. Other than that, there's nothing to stop a T rush on A and I feel this is why my first statement to not heavily alter this map (can anyone say the ORIGINAL Aztec2 with the CT DD bomb site being recessed back into the upper wall and surrounded by columns?? )



                    I think you've done a fine job orange, but need to really evaluate certain areas. I think overall, this is NOT a pick up game map (as it would be chaotic by nature, and that is fine... it forces people to highlight and focus on the more match oriented elements) and can really produce some fine 5v5 or 6v6 challenges.



                    By the way, I own National Cyber Gaming (www.ncgservers.com) and have placed this map on every client server (about 30 or so) (HLDS/cs) and into rotation where allowed/non-specific map rotation (i.e. de_dust only, etc.)



                    IP ranges include:

                    65.39.205.196 - .201 (NY)

                    65.39.204.165 - .178 (NY2)

                    69.56.212.43 - .46 // 69.93.27.32 - .38 (TX)

                    69.41.244.27 - .30 // 69.56.191.146 - .150 (TX2)

                    69.90.60.68 - .75 (CA)



                    Some of those may be mixed games as most clients opt to change mods, etc. ALL PORTS are :27015



                    HUGE POST!



                    Thanks for the fun

                    Comment

                    • |)3stroyer

                      #55
                      I like it, but B is to easy for Ts to get to, and A is to hard for T's to get to, because it so damn far away and easy for CTs to cover. Other than that I thought it was very cool. Definately the #1 thing is to move the B site closer to CT spawn, or just move T spawn back, or move it closer to A and farther from B.

                      Comment

                      • -:Nighthawk:-

                        #56
                        The whole ambient effects debate comes simply because of some quite frankly idiotic decisions made by CAL, namely not being able to modify certain cvars, and not being able to use stopsound.



                        Weather effects and ambient sound should be able to be disabled for match play, but CAL disallows it. The end result is that mappers sympathetic to league play remove attractive features from their maps, where as other mappers produce maps that will only see pub play. In the end, everyone loses, all because of a stupid, stupid decision. :-\



                        Anyway, good work DaveJ, glad to see you didn't continue the Dust line of maps, even if the colors in this map are similarly drab. Also, don't listen to the complaints -- it is very easy for a CT armed with an AWP and a wallhack to assault the B site.

                        Comment

                        • SALAMIjedi

                          #57
                          well this is nice, BTW narby, greatjob on FarCry one of my favorite games of all time ;-)

                          Comment

                          • Thortok2000

                            #58
                            -:Nighthawk:- wrote..

                            The whole ambient effects debate comes simply because of some quite frankly idiotic decisions made by CAL, namely not being able to modify certain cvars, and not being able to use stopsound.



                            Weather effects and ambient sound should be able to be disabled for match play, but CAL disallows it. The end result is that mappers sympathetic to league play remove attractive features from their maps, where as other mappers produce maps that will only see pub play. In the end, everyone loses, all because of a stupid, stupid decision. :-\
                            Signed.

                            Comment

                            • dirtysal

                              #59
                              Narby,nice looking map! In addition to B bombsite being far away for the CT's.When the CT's arrive they're funneled into one area,while the T's can spread out quite a bit around B area.Could you open up somemore firing lanes/areas for the CT's to put fire on the T's at B?



                              A great way to possibly open it up would be to make a open balcony w/offices and a little cover connecting A and B.There's That sniper opening in A area with the chain dangling from it,the door directly behind it that doesn't open could be the opening to the balcony for the T's,and then the CT's would need a access somewhere.I think that would really set the gun battles on the map off,and help the CT's to move between bombsites when the need to diffuse.



                              Nice =D

                              Comment

                              • dannywaddington

                                #60
                                I got stuck quite easily behind the front wheels of the trucks. I tried taking a screen shot but it appears black for some idiotic purpose.



                                It isn't that hard to get stuck though. Just jump off the top of the front of the vehicle, to the gap between the front wheel and the back part of the vehicle.

                                Comment

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