My first CSS map...

OCybrManO

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... is a remake of cs_assault. It's not quite done yet (it still needs a proper city background and some texture/lighting work)... but I thought it was getting close enough to release a beta version in case I never actually finish it. I did all of it from scratch this afternoon while teaching myself how to use Hammer (I used QuArK for Half-Life... so I had to learn a whole new interface this time around). That's the kind of thing I do when I get bored. I teach myself something new. I'm also learning Japanese in my spare time.

Here's a RAR of the map: cs_assault_cdh_b1.rar (the CDH comes from my initials).

NOTE: This version of the map hasn't been tested (I'll go do that now)... but I don't see how anything could go wrong with the minor changes I made (unless, of course, you can't fit through the vent :E).

... and a few pictures from before I added a vent:
 

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I'm not sure about the arabic decals, but its not a bad attempt at assault ;> ......... and aslong as you put your initials in the map name you could get away with distributing it. (rather than calling it cs_assault.bsp which I doubt you were gonna do anyway.)
 
Vidrio said:
I'm not sure about the arabic decals
Yeah, I went a little crazy with the decals. I used almost every one I could get my hands on. I even hid a giant cuban flag in the dark past the two APCs... but there's no reasoning behind it.
 
haven't put the vents in yet but pretty cool assualt...can't wait for this map come on source
 
theres already a working (better, no offense ur map looks really good) version thats out. go to hl2 world. its zt_assault
 
We need working/new cars to be added also. Not new like -shiny and new- but new as -not ripped apart and rusted for 400 years new-
 
ShinRa said:
theres already a working (better, no offense ur map looks really good) version thats out. go to hl2 world. its zt_assault

That's Zeta's version, it's really good but its still in beta, he needs to fix the black models.
 
OCybrManO said:
Yeah, I went a little crazy with the decals. I used almost every one I could get my hands on. I even hid a giant cuban flag in the dark past the two APCs... but there's no reasoning behind it.

aight so ran my own server to check out the map and here are few things which can be improved.

1 - the hosties do not follow u to the rescue point.. infact they just stand there.

2 - railings i think there should be railings on the side where the glass (u forgot the glass!! :p ) is supposed to be.

3 - the dumpster box is a nice touch.. the downside is a player can get stuck inside and not get out.. maybe add a ladder? :E

4 - don't know whether u can or not but the original assault had cams.. if u can add them, it would be nice ;)

anyway these are just a few things i noticed.
 
Why didn't you use hammer before?
 
I used QuArK (Quake Army Knife) because I had been playing around with mapping for Quake and Quake II before I got Half-Life... then they added support for Half-Life, so I just stuck with QuArK because I was already used to the layout.

Also, I'm compiling the first version with a 3D Skybox and that tunnel by the front entrance (it even has part of a fence that swings on a hinge when it gets hit... since I needed to experiment with the physics). I'll post some screenshots when it's done... and possibly a RAR of it if there are no major errors.

Some things that will be fixed in the next version:
* Added ladder in dumpster.
* Added railings.
* Hostages now follow people.

I'll have to learn how to make cameras like in the E3 Tech Demo before I can use them in assault... but I'll go teach myself that after I fix the other things.
 
srry but zt_assault is almost as good as valve work.

also to fix the stupid hostys u need this... well i cant fid it but its at hl 2 world some where
 
All you need is "nav_generate" followed by "nav_save"... if I remember correctly.

EDIT: Also, did you expect almost professional quality from my first attempt at mapping for HL2 and my first time using Hammer? Lower the expectations a bit. This was supposed to just be a quick test map but it started looking like assault... so I ran with it.
 
im not saying its bad, im just saying no one is going to play it.

at least its not antother aim or fy map :p
 
Where is this "zt_assault" map? Is it in a part of the hl2world forum that requires registration to view? I tried searching the public areas and nothing came up.

Anyway, here are the three latest sceenshots (and the RAR if anyone wants it):
 
OCybrManO said:
All you need is "nav_generate" followed by "nav_save"... if I remember correctly.

EDIT: Also, did you expect almost professional quality from my first attempt at mapping for HL2 and my first time using Hammer? Lower the expectations a bit. This was supposed to just be a quick test map but it started looking like assault... so I ran with it.

hmm..if i was one of the pple this post was directed at, then i am sorry.
i was merely trying to point out a few things to help u improve the map..
anyway looks pretty good.
 
Dr. Freeman said:
hmm..if i was one of the pple this post was directed at, then i am sorry.
i was merely trying to point out a few things to help u improve the map..
No, it was to the people that said "zt_assault is better." It probably is, but I don't care. I was making it to try to learn how to use Hammer and the new features in the Source engine... not to create a masterpiece. It was a learning experience. I thought I made that clear in the first post. For me, it's easier to learn how to use a mapping program by making something based off of someone else's idea. Then, once I understand it better I start to come up with my own ideas (and have a better understanding of what can be done before I start working on a new map).

There are still some things left that are missing or need fixing, and some geometry that needs to be redone from scratch... but it's coming along. It's definately better than the big, empty box I started with.
 
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