de_inferno, too detailed for its own good

Quelaar

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Wow, as soon as I first entered de_inferon, it seemed to suffer from the same problem found in tides: too much stuff everywhere, too many flower boxes, too many things distracting you from the shape of the map and from important elements.

I thought that was fine, deciding to ignore it as this is one of my fav CS 1.6 maps.

Things got far worse: more corners, less open spaces, more "clutter" (the series of pillars for example) make the open avenues of 1.6 tides seem more complicated. Sure, the map and routes are the same, but extra details, more complicated paths, extra small turns etc. make the simple CS experience very...awkward.

The "depth" in CS is found in outsmarting the enemy, not navigating the details of a stuffed map! The maps are supposed to find complexity in layout, not in details and turns.

Just my opinion, and I'm sure many won't agree with me, but this map seems far more suited for HL2 than CS.

Q
 
I agree...somewhat. I found it to be distracting to see alot of the clutter you are talking about.

But...this is a new game and I did not expect it to be the same as 1.6 down to the last detail. Any additions made to the map are purely due to the fact that THIS ISN'T CS 1.6, instead this is CS:S which inherently has alot of clutter in the maps, I just learn to live with it. I actually like it, alot of the time. It makes it seem more realistic seeing furniture and pots and everything around.

HOWEVER, i do not like the addition of the small window near T spawn instead of the ladder to the sniper perch, that definitely affects gameplay...negatively in my opinion.
 
I think its too detailed.. It is too spanish.. Once I played 2 rounds, I was like no more. I couldn't stand looking at the flowers, the extra spaces, the complete change in the map structure..
 
I can't stand the hallways. They're to ****ing claustrophobic. In the old Inferno the exterior hallways were wide ****ing open and now they are extremely narrow. You know they changed the map when it takes you half an hour to know your way around.
 
enthused said:
I agree...somewhat. I found it to be distracting to see alot of the clutter you are talking about.

But...this is a new game and I did not expect it to be the same as 1.6 down to the last detail. Any additions made to the map are purely due to the fact that THIS ISN'T CS 1.6, instead this is CS:S which inherently has alot of clutter in the maps, I just learn to live with it. I actually like it, alot of the time. It makes it seem more realistic seeing furniture and pots and everything around.

HOWEVER, i do not like the addition of the small window near T spawn instead of the ladder to the sniper perch, that definitely affects gameplay...negatively in my opinion.


This has NOTHING to do with 1.6 to Source conversion phobia. Source brought me back to CS after a very long lapse of playing that game, I didn't jump from one to the other.

I like the new conversions, heck, i even like tides (more elbow room than inferno), but the excess of stuff lying around reminds me of tacky/crap/fake antique stores that are filled to the brim with as many ornamentation and artifacts that the owner could possibly place on the store floor.

Think of America's Army, the latest urban map: it has very narrow roads, tons of turns, much more complexity than inferno, and it has objects lying around. Yet the avenues seem much more spacious, and the basic "grid" street design is far more hospitable to detail than inferno's diagonals and hidden spaces. The sheer excess of objects lying around puts that detailed AA map to shame too: it's just too much, IMO.

A great example: the little “underground” passage that allows access from one main path to the other, can no longer be accessed by Ts jumping from the balcony above: it is simply too narrow. The combination of the well (that I liked), the pillars, and the high-detailed doors (would have thought they were interactive had I not known the map) make that one space near the CT spawn soooo baroque.

Q
 
yeah the map is quite detailed.. infact, so much that it hurts the fps :|
i guess Valve made this map keeping the future in mind (in terms of video cards that is) but the fps drops kills the gameplay.
 
Dr. Freeman said:
yeah the map is quite detailed.. infact, so much that it hurts the fps :|
i guess Valve made this map keeping the future in mind (in terms of video cards that is) but the fps drops kills the gameplay.

I too noticed that inferno and port both run 20 odd percent slower than the previous maps which on my part ruins the experience somewhat to teh point that i don't care much for the maps at all but that also could be put down to how bad they were, just uninspiring.
 
Interestingly, on my laptop the map actually runs at around the same FPS, if not somewhat better than most of the official maps.
I don't know if it's my Celeron processor being good or just my integrated graphics. Whatever the case for my non-lowered FPS, I'm happy with the map and enjoy it to the fullest. :)
 
I'm gonna try and say this without sounding like an ass :) :

I can completely see where you're coming from. However, if you don't like the new clutter and detail of the new levels, then play 1.6 instead.
 
I agree that inferno runs very badly, on my pc i get severe lag when i shoot (if i shoot a physics object then it take about 2 seconds for the object to "explode" corectly and the animation is in like freeze frame.. which does not happen on any other map (i have a 9800pro and 700+ram)

However, id like to see valve doing more maps like they have inferno, altho i hate it for being almost unplayable on my machine i think the environment is perfect... they have given that map so much context - and believable context at that (eg, the random rooms in de_inferno for 1.6 are now given an explination as it is set out as a house or whatever, and bombsite B is beautiful) It is just such a clever map style wise and the brief amount ive played it ive enjoyed it.
 
Inferno runs fine on my computer, but it is way too cluttered for good gameplay. I think it's a really sexy map, it was really well made, but they changed so much of the layout, and there's so much stuff that it distracts from actually playing. I love playing the bells at T-spawn, so, ...it's a fun map to run around in and see all the detail they added, but's it's not the same gameplay as the original Inferno.
 
I agree, although I did find a few cool spots to camp chokepoints. Nice and easy frags hehe.
 
i really like all the new aspects of inferno :thumbs:
 
Same man! - its like killing ts and cts in a 18th century painting = Fun Gameplay!
 
Inferno is the best because of one reason...

T spawn's bells.
 
I like the cluttered up and complex aspect of the new map. It makes watching your back a lot more important. If you don't, someone like me might come ninja you from behind.
 
I love the new inferno. Finally, CS:S is starting to have some levels that feel real.

Also, I like killing the fish with grenades.
 
They did such a good job converting dust and aztec, they just killed inferno.
 
Played on it for the first time last night, never played it on 1.6, so I can't compare, but all I have to say is WOW, what a gorgeous map. The fish in the fountain are prettiful, and the apartments are scary as hell when you have a 1on1 going.
 
I understand the threadstarters point, but for me this map is absolutely perfect, I loved de_inferno 1.6 and absolutely uberlove this map, it's soo beautiflull, so incredibly detailed, I don't mind dying, cause then I have time to look around. But thats mostly cause I'm a pubplayer.
 
This is the new generation of gaming, just gotta find out new tricks in this version of infeno. Map is beautiful it just needs a little bit of time to figure out new strategies is all.
 
I thought this map was great when I first played it. The structure is slightly different, and the detail just blew me away. There are also some new strategies to utilize that weren't in the old one, and they make it slightly more accessible. Really, since it's only been out less than a week, I'd say people are just having a hard time adjusting to it. I think with time, it will grow on you.
 
I just love new inferno! If you want all to be like in the "old times" play 1.6 :p
 
seinfeldrules said:
I really like inferno. Port on the other hand.... just way too big.
I LOVE port, it's my favourite map in the whole of CS:S
 
I was suffering from the bad fps drop in these maps, but if u dnt mind missing a few things from the map and having crappy water effects i suggest a few wee tweaks in your autoexec.cfg. Try these and im sure there are tons more if you look for them. I am quite happy with how it runs now. Good luck.

cl_smooth "0"
mat_bloom 0
mp_decals 50
r_cheapwaterend 1
r_cheapwaterstart 1
r_propsmaxdist 500
r_rainradius 0
r_rainsimulate 0
r_rainsplashpercentage 0
r_WaterDrawReflection 0
r_WaterDrawRefraction 0
rope_smooth 0
cl_interp 0
cl_interpolate 0

These shud get u started.

PS. if you removed the ragdolls it will help, so after u kill someone they just disappear. :O
 
I played it for the first time last night and nearly burnt out my Radeon! This was what I was expecting HL2 to look like before it was released. Can someone replace those awful HL2 sprites for the plants with actual 3d ones we have here?
 
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