DevgruSeal H.E wrote..It's about playing 1.6.
You obviously have no idea what this mod is about.
CSPromod Map Pack Released
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Zips wrote..
Well look at Inferno, it's just trashed. Inferno in 1.6 was one of the most balanced and best playing maps in all competitive play. But now in Source, it's just a piece of shit. Aztec was never really a great competitive map, but it only got worse with the Source remake.
Butchered? Sorry, but when did they become "butchered" by any stretch of the imagination? Line of sights are altered now? A few things of debris on the ground too much? What is it?
This mod is obviously not for pubbers and public play, which is why most people on this site won't, and shouldn't even try it. I'm alright with the gameplay changes from Source to 1.6, and even many of the mapping changes, so I'm not really interested.
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Zips, Cliffe just did the voice over (some maps CS). I really want to know where is Minh Le!! Is he working with valve? I know Cliffe said something a while back I still never heard anything about Minh Le. I hope to GOD he is working in a back room somewhere on CS2.
Cliffe also talked about a new map about a year ago. What happen to that?
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Zips wrote..
It's about how cs:s SHOULD have been, back when all valve said was "blahblah port 1.6 to the source engine blahblah" but that must of disappeared when they decided to roll a die every time it came to keeping or changing a major gameplay value..
It's about playing 1.6.
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i really like this, i dont even play CS competitively but i duno i just think its a nice idea. i do agree that inferno was kinda ruined in source, i really liked it in 1.6 but the source version just plays differently and doesnt even have the same feel. same with militia but thats a cs_ map so i guess that doesnt matter as much.. but it matters to me as a pub nub.
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I guess I view all this a lot like I view the WC3 mod. I'm personally not a fan, but I'm not so stuck on my perspective as to be offended by the existence of gameplay mods. In terms of future value, I don't really see major competitive leagues adopting this mod, but if it gives the people who want it most a chance to play CS:S as they have always wanted it to be, then more power to it.
It's interesting to see people's different perspectives on what CS:S should have been. Seems some people wanted exactly what they did with HL:S -- just new water effects and a bit of shadowing/reflections. A few others seem to take the "update the textures and models but leave the geometry alone" perspective. Then you have the "you can change geometry so long as lines of sight are preserved and you don't add too much clutter/distractions" crowd. Finally, VALVe weighs in with their "we can change whatever we feel like, nothing is sacred" viewpoint. The whole thing reminds me of a political debate between hardline conservatives and extreme liberals, with opinions falling all across the spectrum.
Personally, I just want CS:S to have an APC and a Jeep with a .50 cal mounted on top. Siege and Jeepathon, here I come! :)
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kalabalana wrote..
Yes, it was what cs: source was first announced as. But it clearly is not.
I just wanted a direct port of the 1.6 gameplay engine to source.
I liked CSP maps. They are not looking as bad as in 1.6 or CZ but they are in the same manner as in 1.6 and CZ. So dust2 is what dust2 was. A desert, open map without much detail, strictly designed for fun and equal gameplay... Train is what train was, nuke is what nuke was. I don't even need to mention Inferno.
Without their current bugs and with some improvements they will be much better.
These are just the maps not the mod. I wish the mod to be much greater.
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-:Nighthawk:- wrote..
I think the problem really falls on Valve's shoulders here. Source clearly can have some great maps, but Valve isn't very good at putting them out. The best maps in competitive play (in my opinion, Mill, Fire, Contra) are from community mappers.
It's interesting to see people's different perspectives on what CS:S should have been. Seems some people wanted exactly what they did with HL:S -- just new water effects and a bit of shadowing/reflections. A few others seem to take the "update the textures and models but leave the geometry alone" perspective. Then you have the "you can change geometry so long as lines of sight are preserved and you don't add too much clutter/distractions" crowd. Finally, VALVe weighs in with their "we can change whatever we feel like, nothing is sacred" viewpoint. The whole thing reminds me of a political debate between hardline conservatives and extreme liberals, with opinions falling all across the spectrum.
Valve seems to treat maps like they treat alot of their games, as experiments and flashy art first, and gameplay experiences second. That's just the wrong way to go about making a map that plays well.
So in this situation, politically, I guess I'd be the libertarian or the anti-statist. Change is good, but not when it comes from you know who.
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Personally, I just want CS:S to have an APC and a Jeep with a .50 cal mounted on top. Siege and Jeepathon, here I come! :)
If I remember correctly, didn't valve remove the func_vehicle for CS:S? I don't see why they removed it, there clearly was a fan base in CS for car maps. Some of these questions just add up to answer the question, "How much does Valve really care about what we want?"
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DevgruSeal H.E wrote..
And apparently, I don't want to.
You obviously have no idea what this mod is about.
You obviously have no idea what my post was about.
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Step by step to create CS 1.6:Source
1: Rip the maps from 1.6, put them in source so they're exact copies. No changes at all.
2: Update the maps for lighting and physics purposes only (like water and props becoming movable).
3: Change the geometry of certain non-crucial things. (Like the skybox, or objects which do not majorly contribute to the more common line of sight things). For example, turning what was a stack of boxes into a stack of something else that's roughly the same height. At about this time, you can update the textures. Keep all lines of sight identical to their former versions, or as close as possible.
4: Update player models, weapon models, etc. Textures, models, animations, and ragdoll physics.
And 5: Make some new maps instead of altering the old ones.
That's what I would've done. Graphical updates are great and all, but don't CHANGE anything. Make what's there, better. Add new stuff, if it doesn't get in the way of the old stuff. Fix what's broken. But that's all.
So yeah, I lean towards the HL:S side. But HL:S was a bit skimpy, no updated models or textures, just physics and lighting. I wish they'd release a better version of HL:S.
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Thortok2000 wrote..
You have just described what Valve basically did with CS:S.
Step by step to create CS 1.6:Source
1: Rip the maps from 1.6, put them in source so they're exact copies. No changes at all.
2: Update the maps for lighting and physics purposes only (like water and props becoming movable).
3: Change the geometry of certain non-crucial things. (Like the skybox, or objects which do not majorly contribute to the more common line of sight things). For example, turning what was a stack of boxes into a stack of something else that's roughly the same height. At about this time, you can update the textures. Keep all lines of sight identical to their former versions, or as close as possible.
4: Update player models, weapon models, etc. Textures, models, animations, and ragdoll physics.
And 5: Make some new maps instead of altering the old ones.
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Except VALVe made new bugs, changed line of sight, and flooded the maps with useless props that push you backwards.
I'd like to see some classic maps like siege, backalley, vegas, etc, in the pro mod. Yeah, they aren't "Pro" but they should belong on the pro-mod engine
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