
NapalM
Joined: Jul 8, 2007
keke
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Posted: Jul 20, 2007 10:26 AM
Msg. 1 of 13
Counter strike source map making project This is a prodgect I am working on. I am going to be getting a group of people together to work on replicating counter-strike maps. This can be done, and here’s a list of what we have to do: Skin mc (possible) Model the maps the exact way they are in counter strike (possible) Replicate the scenery and weapons (possible) Create counter strike textures (possible) And make a counter strike sky (possible) Now I’m looking for people who are capable the following Advanced modelers (all you have to be able to be able to do is create a base, know how to make tunnels etc) Someone who HAS the steam game and can take screnies to send to texturing developers, or knows the maps and what they look like Some beta testers “who again, preferably have the game” Weapons\scenery\vehicle modelers And texture developers “they create the shaders too” And if you think this is a dumb newbie idea and have negative comments, just don’t comment. ___________________________________________________________Allmost two years later. From Gmax to 3ds, from box modeling to plane, and I've been through 3 computers. I now have counter-strike 1.6, and Cs:s but CSS in halo is unrealistic, 1.6 is much more plausible. This is also now a solo project, so scrap anything I said two summers ago. Wow I was a nub. Now on topic... If I can! Very sentimental. That summer was so vivid-seams like it was yesterday. The smell of newly installed central air... mmm. Swimming, too. *ahem* on-topic.You guessed it man, now that I know how to do stuff with the HEK, I am going to be tackling this project head on. Beginning with fy_iceworld, a user created map for counter strike. Pics below. lul broken linkz This will be basically a test map. Well, it is one of the most played maps in counter strike, which proves that sexyness and good modeling =/= good gameplay. I don't know why this doesnt seem to apply in our community, but this first project will hopefully prove that. Since counter strike weapons are 56 miles off from halo weapons, the majority of this project will be re-creating the weapons. First, polls: Which color is your favorite? Green, red, blue? What is your preferred crosshair size? (3 sizes below) (pics uploaded when I have time)For those counterstrikees- what is your favorite CS map? For me it's dust 2. Whatever you guys choose here will be my second project--I guess I'll just keep working on "converting" (though I'm modeling them) cs maps. Favorite gametypes for fps's in general-search/destroy, deathmatch, TDM, CTF, ect. Reazon I ask this is cause I might be attempting to do a search/destroy gametype. It can be thought of dissasterous in halo, but anythings possible. ::THINGS I AM AVOIDING:: That crappyness that so many other maps have to them. It's that fake feeling that you can't put your feeling on. Laggyness. If I can play counter strike 1.6 with 50 FPS on a pos computer, I should have a decent frame rate for the converted map. The engines are VERY different, but this is one of my main goals since I know what it's like to have a kdr of .1 on a map because of 10 fps. Counter strike 1.6 isn't a shiny game that runs your computer down. And compare that to crysis;not nearly as successful. all about GAMEPLAY. *side notes* I know that there are many deprived children on this forum who have experienced the counter strike experience. You will be edjukated. I apologize for the lack of progress. This post is 7 pages from the last one, and I sure as hell don't want it to go away. Do not fear; pictures will be updated often. I need beta testers, who either have the game or know it well (or if I'm that desperate don't know it :), yes I do have the whole series of counter strike but I need lots of opinions on this. I guess the first 6 people who request this position get the job, the other people will be .. people? Who I talk to on xfire? As I hinted at in the first part of this, If you don't think this will be pulled off then I'm anxious to prove you wrong. Pics are not yet posted because of my lazyness and forgetfulness, I forget my images shack pass. expect over 9000 updates and pictures this weekend. Edited by __napalm__ on Apr 29, 2009 at 05:48 PMEdited by __napalm__ on Apr 29, 2009 at 06:07 PMEdited by __napalm__ on Apr 29, 2009 at 06:13 PMEdited by __napalm__ on Apr 29, 2009 at 06:18 PMEdited by __napalm__ on Apr 29, 2009 at 06:21 PM
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NapalM
Joined: Jul 8, 2007
keke
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Posted: Jul 20, 2007 11:06 AM
Msg. 2 of 13
OK good send me an invite xfire me at is napalm2771 Edited by __napalm__ on Jul 20, 2007 at 11:51 AM
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Apr 29, 2009 06:19 PM
Msg. 3 of 13
Napalm told me to post on this topic (not a bumplul). So you kids can see this. It is a special way for him to reintroduce this project. Edited by Newbkilla on Apr 29, 2009 at 06:20 PM
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Apr 29, 2009 07:08 PM
Msg. 4 of 13
I have Counter strike 1.6 and play it alot, I could probably give accurate crit for beta testing. I'm almost positive that you can just rip all the textures and models from counter strike and get a really accurate remake. You might also want to upgrade the textures and models seeing as halo can handle alot more that counter strike 1.6.
How do you plan on implementing the weapon buying system into these maps? Xfire: mcwesalot add me if your interested. Edited by wesman on Apr 29, 2009 at 07:29 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 29, 2009 08:26 PM
Msg. 5 of 13
I want custom rets for each weapon D: It gives them a more unique feeling to it. And do you want to get this ingame, even though its ripped? 
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NapalM
Joined: Jul 8, 2007
keke
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Posted: Apr 29, 2009 08:56 PM
Msg. 6 of 13
Quote: --- Original message by: Advancebo I want custom rets for each weapon D: It gives them a more unique feeling to it.
And do you want to get this ingame, even though its ripped? pic Most of the stuff I'm using except for some of the maps are ripped, so no. But where did you get that bsp from? About the custom rets, I don't know. It would kinda ruin the cs feel to it. But if the majority of people want that I would do that. About the buying; I was not sure I was going to implement that. It would kinda be an arm and a leg for all that scripting, more $ for the amt of kills you get, betting... I was just thinking you pick up the weapons at the spawn. I'd make it be a bunch of tables of guns, and one table with two awps (usually restricted in cs, but Idk if I'll only make two.) Edited by __napalm__ on Apr 29, 2009 at 09:02 PM
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Apr 29, 2009 09:45 PM
Msg. 7 of 13
Quote: --- Original message by: __napalm__Quote: --- Original message by: Advancebo I want custom rets for each weapon D: It gives them a more unique feeling to it.
And do you want to get this ingame, even though its ripped? pic Most of the stuff I'm using except for some of the maps are ripped, so no. But where did you get that bsp from? About the custom rets, I don't know. It would kinda ruin the cs feel to it. But if the majority of people want that I would do that. About the buying; I was not sure I was going to implement that. It would kinda be an arm and a leg for all that scripting, more $ for the amt of kills you get, betting... I was just thinking you pick up the weapons at the spawn. I'd make it be a bunch of tables of guns, and one table with two awps (usually restricted in cs, but Idk if I'll only make two.) Edited by __napalm__ on Apr 29, 2009 at 09:02 PM No custom rets, it ruins the cs feel. That bsp is de dust 2 from source. Oh, and another thing, make the starting weapons for each side the ak and the m4, seeing as that is the most commonly bought weapon in the game anyways.
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TVTyrant
Joined: Mar 16, 2008
Who am I?
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Posted: Apr 29, 2009 09:58 PM
Msg. 8 of 13
Custom rets would ruin it, I agree. You should have it so their are piles of AKs/M4s at each respective spawn, and then strategically place weapons like the Galil and Famas in areas where they would be useful. Fort example, place the Galil in an area where mindless bullet spam would be useful, and the famas where you need a low recoil weapon that you can quickly regain your bearings with. Have each team spawn with one AWP, and have the respawn time set in the tag for 240 seconds. That way it wouldn't be a whore weapon. The M249 would be in areas that would make it hard to find, like on top of crate piles. The Deagle would be near spawn areas, and be hard to find, and the duallys would be closer to the middle of the map.
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AlwinRoth
Joined: Jan 4, 2008
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Posted: Apr 29, 2009 10:03 PM
Msg. 9 of 13
are you planning to use a master chief biped? if you are, atleast reskin him into a camo.
Plus, im willing to beta if your letting people.
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Advancebo
Joined: Jan 14, 2008
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Posted: Apr 30, 2009 08:25 AM
Msg. 10 of 13
Custom rets >:V You cant make the regular cross reticle animate when firing, and it will just stay still.
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NapalM
Joined: Jul 8, 2007
keke
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Posted: Apr 30, 2009 05:18 PM
Msg. 11 of 13
The rets dont move much, It won't be much of a problem if they don't animate. If this is going to be accurate at LEASE the cross hair has to be the same.
Tyrant, since the first map I'm releasing has weapons at both spawns (even in cs) I wont have much of a problem at first.. but I like your idea, that's what I think Ill be doing.
I AM using a cs biped which one is up to you. as I have rigged/skinned models allredy. But yes, they need many changes.
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wesman
Joined: Mar 18, 2008
no your a freezer
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Posted: Apr 30, 2009 05:50 PM
Msg. 12 of 13
Use random biped permutations.
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Marka Haiyana
Joined: Mar 24, 2009
w0rt
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Posted: May 1, 2009 03:37 PM
Msg. 13 of 13
The weapons are possible, but the kickback effects are going to be much different than in Counter strike.
I'd suggest, as a base, making something like the AR fire a 100% accurate shot for the first one or two rounds, then having it get more and more inaccurate, 3-4 degrees of inaccuracy at the most.
Be sure to add kickback to the weapons as well, do this by adding temporary/permanent camera impulse in the trigger damage. Temporary camera impulse replicates the look of kickback, and the gun being pulled back into position, but doesn't effect the direction of your firing. Permanent camera impulse forces your aim upwards. A blend of these two can create some good-looking kickback.
If I might suggest, I'd suggest avoiding "Causes headshots" in the projectile's impact damage and clicking "Causes multiplayer headshots." This is a remarkably underused tag effect that makes projectiles do double their damage upon headshots, so it won't KILL someone, but it will do them plenty of damage. With a gun that takes four body shots to kill, it would take two headshots.
Be sure to implement Auto-Aim as well, Halo CE's netcode is terrible and Auto-Aim is pretty much required. That's a mistake I made while I made my UT2004 mod...
You're going to need to modify existing tags and resave them in custom weapons folders. For now I'd mess with making new: .weapon tags, bullet.damage tags, and trigger.damage tags, and see what you can come up with. Don't focus too hard on making the guns look nice, functionality is extremely important as well. Edited by Marka Haiyana on May 1, 2009 at 03:42 PM
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