Narby Releases de_quarry

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  • :^Sir Fragalot.

    #61
    Good stuff: Nice models



    Badd stuff: facility map #145872245858

    texture overusage

    layout aint super

    some places are too open,

    as for the tunnels, add stuff to it, theyre so empty!

    crates...again, be more creative, like some "sandmountains", sandbags,

    more "digging machines"

    where is that door leading to at the ct spawn?

    the top of the buildings are just blocks! make them accesable, same goes for the bridge

    your map will be better if you do that



    sorry mate, but this map just aint finished yet!

    if you want to see some good facility maps

    http://www.wasteyard.mca-crew.com/

    or search for cs_pipeline

    Comment

    • Deletable_Man

      #62
      :^Sir Fragalot. wrote..

      Good stuff: Nice models



      Badd stuff: facility map #145872245858

      texture overusage

      layout aint super

      some places are too open,

      as for the tunnels, add stuff to it, theyre so empty!

      crates...again, be more creative, like some "sandmountains", sandbags,

      more "digging machines"

      where is that door leading to at the ct spawn?

      the top of the buildings are just blocks! make them accesable, same goes for the bridge

      your map will be better if you do that



      sorry mate, but this map just aint finished yet!

      if you want to see some good facility maps

      http://www.wasteyard.mca-crew.com/

      or search for cs_pipeline
      Top of the buildings? Um nothx. too open? I doubt it. Texture overusage? Can someone say cpl_mill? Heh this map is good. pipeline .. wow that was a failure, eh?

      Comment

      • Killer_101

        #63
        well I guess I have aztec2...narby took it out it was in with cs_hideout and quarry.

        Comment

        • Supersonic^

          #64
          narby wrote..

          In addition, I'm currently working to revamp de_airstrip to make it NOT SUCK BALLS.



          The layout will be changed somewhat and timing altered to fix the problems. Most of the brushwork is also being replaced as well reducing the obscene amount of entites in the level.
          Why don't you just start a new one from scratch?

          Comment

          • EastsideKnifeKillah

            #65
            -: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. :-\



            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.
            DaveJ? You mean narby aka barney?

            Comment

            • David Johnston

              #66
              See, I said it should be daytime :) Haven't tried it yet though...
              -:Nighthawk:- wrote..

              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.
              Interesting idea.

              Comment

              • narby

                #67
                K-Naledge wrote..

                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
                I think I agree with pretty much everything you've said here. During the testing we found it would be kind cool to add a way for the CT sniper spot to jump down without being damaged. Also, it would be nice to add a second exit to the CT spawn and save a second or two on the run to B.



                Great feedback, thanks everyone!
                Supersonic1425 wrote..

                Why don't you just start a new one from scratch?
                I'd rather fix it.

                Comment

                • kerosine99

                  #68
                  I don't understand why you func_illusionaried the fire extinguishers but not the bulletin boards?



                  Also -- you have that area with the |/| patterned wall supports, and you can climb the diagonal beam... seemed a little ridiculous.



                  This is just me, but I thought it was weird that you could climb under the larger vehicle models. From my POV I was walking through axels... and it just didn't seem like it benefitted gameplay that much. I'd rather fight people hiding behind trucks than under them.



                  I like how you reused the secret room textures from airstrip and put them in as the water tower

                  Comment

                  • narby

                    #69
                    kerosine99 wrote..

                    I don't understand why you func_illusionaried the fire extinguishers but not the bulletin boards?



                    Also -- you have that area with the |/| patterned wall supports, and you can climb the diagonal beam... seemed a little ridiculous.



                    This is just me, but I thought it was weird that you could climb under the larger vehicle models. From my POV I was walking through axels... and it just didn't seem like it benefitted gameplay that much. I'd rather fight people hiding behind trucks than under them.



                    I like how you reused the secret room textures from airstrip and put them in as the water tower
                    Yeah there are a few little quirks like that, I'm currently compiling a new build that fixes a lot of stuff like the problems you mentioned. The BB should not be func_wall, I'll take a look and see what happened. They could have been accidentally added as a new entity group.

                    Comment

                    • SteelV

                      #70
                      I love your maps usually, but I think airstrip was horrible and I had such a bad experience with it that, unless it was almost completely changed, I don't think I would ever want to play it again.



                      On the other hand, I can't wait for aztec2... it seems like it will be an amazing map, as is aztec. Keep up the great work.

                      Comment

                      • T00L

                        #71
                        What's the difference between de_quarry and de_quarry_cz?



                        66.208.103.224:27015

                        Comment

                        • EastsideKnifeKillah

                          #72
                          "Terrorists



                          It is your duty to strike a crushing blow to the capitalist forest destroying quarry operation!

                          Infiltrate the facility and destroy their digging equipment. Save the forest creatures!"



                          Haha I love that

                          Comment

                          • Hyl3riD

                            #73
                            T00L wrote..

                            What's the difference between de_quarry and de_quarry_cz?
                            They are completely different maps... ony similarity is some of the textures and maybe some of the vehicles....

                            Comment

                            • someguy_99

                              #74
                              Hehe... I heard about this map months and months ago during some sort of chat. I wondered what bacame of it a few months ago, and then kinda forgot about it. Guess I have my answer, thanks a load Narby :)

                              Comment

                              • -:Nighthawk:-

                                #75
                                EastsideKnifeKillah wrote..

                                DaveJ? You mean narby aka barney?
                                No... no, I definitely meant DaveJ. You know, the dancing monkey guy.

                                Comment

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