My CS:S map on indefinite hold
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
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.
Slow going
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.
New Map
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
Devious Methods is out.
Yep. It’s out. It’s done. It’s released. Go get it!
Join my server with the new map in heavy rotation. (Starts Counter-Strike:Source) (12/07 - Link is now dead)
Nearly There
Well, I’ve got what I think is the final archive for de_devious put together. There are a few errors in the map, but I think they’re all pretty minor, and I’m not really too concerned about them. The map is fun, looks great, and runs well.
Anyway, it should only be another day or so.
de_devious coming very soon!
Well, the map is shaping up nicely and is on schedule for a release sometime within 2006 or early 2007. It’s been a long time coming, but the map is worth it. I’m very happy with how it’s turned out, and I think the play balance works. The map should be balanced well enough that no side has a ridiculous advantage.
The map looks great, runs well, and is fun. But it also plays differently from most of the other maps I’ve played (at least the official maps), which I really like.
Be on the lookout for the map very soon. It’s coming!
de_devious is almost done
De_devious is a CS:Source defusal map set in a warehouse/industrial setting. It supports 16 easy, with more depending on how spammy and hectic you like to play (YMMV). There are two bombsites and there’s nowhere to hide. Get ready for some hectic battles =)
More pics and discussion after the jump.