[Temp Thread]Announcing the new cs_office2

L

LeoPawnz

Guest
I'm only announcing it in this section for now and I'll take it down in a few days if necessary. The link to the huge picture below is the schematic of the entire map. The goal of this map is to make a true office sequel and also support the game's very high player limit. Like the labels say, the red numbers represent the general elevation comparison to the CT spawn at ground level, and the gold-filled decorations are objects and physics props (the props are not exact of course and there will be more variety). Comments and suggestions are welcome, more info to come later as it starts taking shape in Hammer. I am currently the only one working on this and I am new to the world of CS and the Hammer editor so experienced mappers are welcome to join on.

- Leo
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http://www.halflife2.net/forums/attachment.php?attachmentid=15122&stc=1
 

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Whoa that looks pretty big and complicated, it looks like it'd be hard to find anyone if there were only a few people left in the round. But nonetheless the plan for the map looks pretty sick. Good luck.
 
i think that hossies 1 & 2 are in bad positions as the ct's can get to them before the t's, however it looks like it could do well with the bigger servers(24+)
 
jmjneary said:
in a way looks similar to office orig


oh my god and the name is similar too!

coincidence i THINK NOT!!!




looks cool man, keep us updated
 
I might be able to help out after I'm done my current map. Looks cool but could be challenging for a new mapper. I know I had a hard enough time when I first started not long ago !
 
looks awesome, but as esque said, when like one t and one ct left, its gonna suck prolly
 
liam you can do it in any paint program he just made it look very nice





i just love to draw it out like arcitecture
 
Looks a great map, good luck and keep us posted with screenshots of work in progress and stuff please.

:)
 
Looks pretty cool, I like how you have redunant paths to the hostage pickup zone, helps stop camping. Test-play it and remove some of the areas that would see little to no action in the course of a game, IMO its important to keep the action centered in an area, to prevent boring situations (one T and one CT looking for each other with no hostages).

Otherwise, looks like it will be a fun map to play, hope to see it soon!
 
jmjneary said:
liam you can do it in any paint program he just made it look very nice

I know you *could* draw it in anything if you want, but it doesn’t look like it has.

It looks like it’s been done in some kind of tool made especially for designing overhead maps.

I draw my map sketches with pencil and paper.
 
Hi

The office map is my fav by miles so i'm really exited about your office_2 map. I have never used hammer so i cannot help with the actual making of it (sorry) but i hope you take onboard my suggestions.

I've edited your map to what i think would make it better. I've taken out some parts of the map and changed the position of the 1&2 hostages.

I don't wish to take over your map, these are just my suggestions for it. Please read and give opinions.

The reason for taking out some areas it to make the map smaller as some people have suggested. I think these areas would just be used for people to hide out till the end of the round. and also a 1 on 1 matchup could take a while as people get lost in the many corridors. Also would take less time to construct and we can play it.

Hostages

I moved the hostages to the area where i think is almost equal distance for the T and CT to get to. Slightly bias towards the T. So as the round starts there would be a race to the H's and the T should get there just before the CT, and have to defend the H straigh away.

If it's not a good idea to have a race( and the more i think about it the more i dislike it), then the other suggestion is if the H1&2 were moved to the in the far bottom right where it says 13.

Or, (just had an idea, can this even be done?) what if you have say 6 H spawn points and only 4 H? So the H are in random places each round.

Here's my edited map:

csoffice2edit6um.gif


Suggestions welcome.
 
Edited the map again:

moved H, and added *stuff* in corridor at bottom left.

i tried to delete the above pic but it wouldn't let me.

csoffice2edit8td.gif
 
Grrr You beat me to it on the "Official Map sequel" bit. I was just going to start making one today.

that map looks excellent, I mean all the suggested ones. I would however go for Oasis' idea (His last), as this seems more like the T's have a fighting chance on the hostage situation.

Can I bagsy Dust_3 please? ;)
 
I'm glad you like our ideas, we wait for word from the maker of this map.
 
Quite the ambition, i hope you keep on it.. it looks like it could be a great map! gl. Keep us updated :)
 
Holy crap... I never expected THIS kind of reception. I'll try and answer everyone, tell me if I don't.

DrDevin:
I need all the help I can get, but know that "true sequel" also applies to visuals, atmosphere, physics, etc,not just layout. This must be at a quality level in these areas equal to or very close to that of the original's. Also, add the line below to your sig:

Liam:
Glad you asked. Actually, I made it originally in flash as an interactive schematic thinking this site supported flash posting (I haven't even got 10 posts yet so I know nothing about this particular community. I'm new CS but I'm a 4-year UT veteran and mapper). After realizing the site doesn't use flash, i changed it to a .gif.

oasismark:
First off, thank you for all the input and help. Second, would you like to help out?

dekstar:
PLEASE don't let my posting this now stop you from making what you we're planning to do. In fact, if you'd like, you're more than welcome to join as a mapper and develop both our separate maps at the same time. We could release it having it like cs_office2_vA and cs_office_vB. The more office the better!

-------------------------

I've taken mark's edits into consideration and I'm working on a new schematic. I'll have it by tomorrow.
 
LeoPawnz said:
oasismark:
First off, thank you for all the input and help. Second, would you like to help out?


-------------------------

I've taken mark's edits into consideration and I'm working on a new schematic. I'll have it by tomorrow.

Cool!!

Firstly, thanks for considering my revised map.

Second, I'd LOVE to help, but i have NO map making experience at all, I only ran Hammer yesterday for the first time! :eek:

So i don't know HOW i can be of help on this project.
If you find anything i can do, just ask.

Looking forward to the new schematic!
 
LeoPawnz said:
dekstar:
PLEASE don't let my posting this now stop you from making what you we're planning to do. In fact, if you'd like, you're more than welcome to join as a mapper and develop both our separate maps at the same time. We could release it having it like cs_office2_vA and cs_office_vB. The more office the better!
.
Actually I almost suck at mapping. I'm already making an office-style map (Textures, etc. are the only similar things) and it just gets tedious, and I suck at carrying on when things get tedious.

You'd be much better than me anyway, so good luck with it ;). And if you do need help and can't find anyone I would be more than willing to help in my capacity.
 
I've started making a test map for this idea. stay tuned!
 
Id like to help but no mapping experience.

Map looks wiked tho, office is my fav map so this is looking very good, make sure u keep the thread updated so it doesnt die.
I would help but by the time i figured out hammer u would be almopst done.


Any links or tutorials on mapping and helpful info would be good. ;P
 
I had tons of leadership experience in a large scale BF1942 clan, and I can say that map would be perfect for a large game (32+ people). IMO, it's too big and complicated for a pub, not to say that it's bad.

With a map that scale, only teamwork could possibly make it fun. I can easily imagine the already very popular, and quite easy, terrorist's flanking being implemented rampantly against a disorganized CT team on an expanded Office.

Like I said, really big and complicated, and I can imagine it leading to very slow, long, and probably confusing pub games. Throw in a practiced teams and team-speak, and you could have something really good going.

Just my $0.02,

Quelaar
 
I've had another idea regarding this map.

I was playing cs_office list night for some ideas about this new map and it struck me that in cs_office all the doors are stuck open.

I think it would be a great idea to have some doors that are closed at the start of the round. Then you could have the CT doing the classic thing where there's one CT on each side of door, one CT opens the door, and another CT throws granede in.
"Go, go, go!" :D

And also the doors should be abel to be blown off the hinges by a grenade or shot open with a powerful gun.

Or obviously just opened normally with the "use" key

Filling cabinets could be placed next to doors so the T could block the door, (if it opens towards then). Then it would need the CT to grenade the door to blow it off the hinges to get to the H.

What ya think?
 
Sounds like a good idea! I will try to get it into the level but a little bit of testing could be needed to get it working flawlessly. More ideas are welcome to anyone who has one.
 
If servers have it - any map is good (and everyone loves large maps) ;0)
But if i say anything it looks like many parts of the map are redundant or useless. I think it will be fun but for a map of this size there should be no redundant paths, i do like the idea very much!
 
I'll have to experiment with more terrorist pathways and try to cut down on the map size a bit. I'm still working on the new schematic and I may have it up tomorrow (we had a snow day today so I didn't get access to my computer class).
 
That over view maps looks sweet man, I like the layout.
 
I like the positions of the hostages in the last map, not too close yet not to far, seems there is gonna be lots of little 'flashpoints' so to speak when running around.

Looking good.
 
looks promising but office is one of my favorites so ill be a hard one to win over dont let us down man most of these maps people are releasing ,well dont whant to insult peoples hard work or anything i know i wouldnt have a clue how to make a map but they just dont seem to cut the musturd allways seems like there is somthing missing if ya na what i mean.but good luck man look forword to trying it for the first time
 
LeoPawnz said:
Holy crap... I never expected THIS kind of reception. I'll try and answer everyone, tell me if I don't.

DrDevin:
I need all the help I can get, but know that "true sequel" also applies to visuals, atmosphere, physics, etc,not just layout. This must be at a quality level in these areas equal to or very close to that of the original's. Also, add the line below to your sig:

i'm glad you have those standards....i didn't like the original office, but the reason Office in source is so good is because it looks and feels like a real office building. good luck in matching Valve's level of quality
 
Sorry for the lack of updates. It's finals week at school and I'm very busy. I might not have the new schematic until next week, so have patience. I've come to realize that Hammer and Unreal Ed are very, very different.
 
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