Cesig Moreis


My CS:S map on indefinite hold

Posted in mapping, de_devious, CS:S, cs_perfect, cf_cluster, TF2, HL2:EP2 by Cesig on the October 14th, 2007

So, the previous map wasn’t going anywhere. It started as a random building, turned into a trainyard, turned into a subway station, turned into a city block with a subway, turned into a city block WITHOUT a subway, and then turned back into a subway station.

In other words, the map was going nowhere.

And now that TF2 is out, I’m in the beginning stages of a TF2 map. Currently I’m doing some tests to see if my idea will even work. The gameplay type is new, and I’m beginning to suspect that the game, as it is, won’t support it. Which is a damn shame. Because the idea is a great one, and brand spanking new. So, fingers crossed.

And Half Life 2: Episode 2 has made me want to build a simple single-player map. Nothing terribly fancy, but something to see how I can do at it. But I have to get the TF2 map in some sort of shape first. And then build it, assuming the game will allow me to.

Sorry for the lack of updates, but, to be honest, there hasn’t been too much to write about. But this new TF2 map should be a very different story from the previous CS:S map. Meaning it’s been planned out much better.

Slowwwww going

Posted in mapping, CS:S, cs_perfect by Cesig on the May 30th, 2007

Well, cs_perfect is still alive, but it’s been giving me fits lately. But I guess that’s what happens when you abandon your plan and never bother to come up with a new one.

So, I’m reconfiguring the map in a big way (for the umpteenth time), but this time I think I’m on to something. It’s less ambitious than the initial idea, but this one is at least doable.

But, things are slow because I’ve not had time to work on this, and when I do, I’ve just been spinning my wheels. But I’m still pressing on.

cs_perfect

Slow going

Posted in mapping, CS:S, cs_perfect by Cesig on the March 21st, 2007

Progress has been slow. I’m having a tough time integrating my play concepts with the layout I’m shooting for. I’ve already abandoned one gameplay concept (for this map, at least) and I’ve had to expand the overall size of the map and push the play outdoors.

I have a lot of work remaining on the core layout, but I’m definitely moving forward.

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Forward progress

Posted in mapping, CS:S, cs_perfect by Cesig on the February 27th, 2007

Worked some more on the new map. Fleshed some elements out a bit more. I’m still not 100% sure about most of the details in the map at this point, but as I said before, it’s pretty iterative (plan, build, plan, build, etc.) so this is pretty normal.

cs_perfect02.gif

New Map

Posted in mapping, CS:S, cs_perfect by Cesig on the February 25th, 2007

I’ve started blocking out a new CS:S map. I’m still in the design phase, though. I tend to start with a very general layout on paper and flesh it out while I build it. It’s a fairly iterative process that takes quite a bit of time, but it works for me.

I’m planning on making this a hostage-rescue map. I haven’t decided on a setting or theme at this point, but really, that’ll be determined by the textures and props I have access to (I can’t make custom content like that).

I have some cool ideas for this map, but it’s too early to really discuss them. Maybe once I test them out I’ll understand a bit better why none of them have been implemented in an official release yet. =P

cs_perfect01.gif


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