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Englisch Project: CS2D Map Overhaul

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alt Project: CS2D Map Overhaul

smn
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_____________________________________________________________________________________________________

Hi us

I'm Simon. You may remember me from my previous project where I recreated every player and weapon skin in the game. I'm very thankful for the positive feedback I've received and thus decided to start another project.
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• Here's the finished version of the CS2D Reskin project if you haven't seen it yet:

> file cs2d CS2D Overhaul
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• So, what's the plan?

This is my attempt to revive CS2D. The competitive scene, in particular.
That means I focus on remaking maps designed for competitive play, though I'm also working on other maps.
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• Okay then, how will you make that happen?

I'm creating custom tilesets and sprites to visually enhance every original map that is worth playing as well as the most popular maps that aren't in the default CS2D installation. This means I will try to avoid changing the lay-out of existing competitive maps as that might hurt their balance. However, since DC doesn't want default de_ maps to have teleports, I will have to change some maps or leave them out completely.
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• Here's what I've done so far:

de_ and cs_ maps >

other maps >
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√ More maps have been added! We're done soon!
7× editiert, zuletzt 15.05.16 22:08:35

alt Re: Project: CS2D Map Overhaul

J192
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I have little knowledge about competitive CS2D, how do consider if a map is fun and balanced enough for competitive play?

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GeoB99
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It's nice to see a person like you dedicating at projects which benefit CS2D with true and great contents. Those maps are brilliant I can say although with the exception of your nickname in the map. For me, I don't really mind at all however some might find it annoying.

You can use the briefing instead to both describe your map, the objectives, etc. and adding your nickname as well. This is just a little tip anyway.

alt Re: Project: CS2D Map Overhaul

SQ
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Well, I do believe this needs more collaborating. DC needs to see this. Some of standard maps looks out-dated.

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EngiN33R
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Looks top notch. The maps look super impressive with the new tilesets and lighting, and coupling this with your skin pack really makes the game look fresh and modern. I can only wish you luck in your endeavour. I wish there was more I could do, but I'm afraid Lua code only goes so far

alt Re: Project: CS2D Map Overhaul

J192
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user smn hat geschrieben
@user J192: Good question.
I don't think 'fun and balanced' are the only deciding factors tho. I mean, ctf_cs2dfortress is fun and balanced, right? :p

Here's a tutorial for 'real' CS. Most of this should apply to 2D as well. (i think xd)

https://developer.valvesoftware.com/wiki/How_To_Develop_A_Map_That_Works
Since CS2D is a top-down shooter, wouldn't that mean its maps should be significantly different from first-person maps?
For example, while meeting points and different routes would still exist, they need to be at a smaller scale because the player is limited to 640x480 resolution.
There would be a lot less open space and more complicated cover. The lack of verticality is very limiting.

alt Re: Project: CS2D Map Overhaul

smn
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Thanks for the feedback guys.
As it turns out, someone contacted me about using my maps on their server. It'll be set up soon, so stay tuned for that.

user mrc hat geschrieben

I saw those.
Good stuff, but I'm going for something a bit different.

user J192 hat geschrieben
Since CS2D is a top-down shooter, wouldn't that mean its maps should be significantly different from first-person maps?
For example, while meeting points and different routes would still exist, they need to be at a smaller scale because the player is limited to 640x480 resolution.
There would be a lot less open space and more complicated cover. The lack of verticality is very limiting.

You're not actually limited to to 640x480 resolution. You can hear beyond that, and 'feel' (as in guess by experience or use information you're given). I'd say around half of the frags in CS2D happen without seeing your enemy (or before/after seeing them).
You do have a point though, maps need to be slightly different. There are spots where you have to scale things down in order to provide fair gameplay.

alt Re: Project: CS2D Map Overhaul

Pagyra
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I like tilesets (especially wall tiles) and quanity of details, but I think it would be possible to fill black area with using wall tiles - so it would look good ... especially if you put on top of it a few sprites of roofs, minarets and other entourage.
I would like to help you in this project - because I like it and because I can see a serious approach to mapping.

alt Re: Project: CS2D Map Overhaul

smn
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@user Pagyra: I didn't really know what to do outside of the map, so I went for some sort of outline as a temporary solution. I'll try to use your suggestion to improve it. Thank you.

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Infinite Rain
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Looks really really nice. I'd add scenery outside the map boundaries, though I'm not entirely sure how to go about that. Looks impressive so far, hopefully classic one will get replaced with your version.

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DC
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This is an awesome idea. I thought about it myself because the standard maps really don't look as good as they could but it always was too much effort for me to work on that.

I would love to replace the current original maps with these much more beautiful versions. I think they look really amazing and everyone should see them.

When using improved maps it also makes sense to re-consider using the improved skins as default.

What do you think, user smn? Would you give me the permission to pack your stuff into the regular CS2D download as a replacement for the old maps/skins?

I always had concerns about the overall download size of CS2D and I still embrace the idea of a small download but I think a few additional mb for much more beautiful maps won't be a big problem for like 99% of all CS2D players.
1× editiert, zuletzt 28.12.15 14:53:55
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