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old closed De_TheBridge (Work-In-Progress)

ljUSTiNl
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I know there is the Custom Maps and Stuff thread, but this is an on-going project that I am working on and I would like to be able to periodically bump this thread with updates to the map. And it is easier to organize the comments and suggestions people post in the thread.

So, to start off, this Work-In-Progress (WiP) was originally posted on FPSBanana. Click here to view the Project overview. The name, de_TheBridge, is just a working title. I originally named it de_bridge_JW, but decided to go with a more conventional title, but I still want to find a more suiting name. Let me know if you have any suggestions.

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Based on a sketch I did a long time ago, I am finally getting back into CS2D mapping with my remake of the map de_bridge. The map is being developed entirely as a single large image, to be inputted as an entity "env_image" to fill the entire map. This way, I can have an extremely highly detailed, easily edited layout and design for my map without having to worry about making a complex tileset.


Current List of WiP's
They are ordered chronologically from oldest to newest.

IMG:https://image.fpsbanana.com/ss/wips/thm_37165.jpg

Stage 1A - "Painting" the map



IMG:https://image.fpsbanana.com/ss/wips/thm_43515.jpg

Stage 1B - Continued Painting



IMG:https://image.fpsbanana.com/ss/wips/thm_44951.jpg

Stage 1C - More Painting



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Updated even further, though I'm still miles from the finish. The bridge now has railing along the sides. I've added the walkway down the stairs to the river, including the cement barriers around it. The interior walls of the main buildings now have a different texture than the exterior. Two of the extraneous buildings in the surroundings now have textures (the shed in the top right and the house in the bottom left). Some other textures have been slightly updated as well.

At this point I now have nearly all of the permanent structures created. What remains are all the obstacles (this includes the windows, which currently are crudely labeled as such) and fine details. To show a simple example of the level of detail I plan to include in the finished product of this map, I added the bombsite "A" spray logo as well as some discarded spray cans and even a small burst of paint from one of the cans on the ground in the center of the bridge. Note: bombsite "B" will either be in a separate section under the bridge OR somewhere on the CT [left] side of the map, in some sort of "bridge control" room. I still haven't decided yet, but the former is most likely.

Also, those light-pink marked blocks are yet-to-be-designed natural barriers for the players, so that they can not wander into certain areas.

The screenshot I saved this time without resizing, but in order to fit the requirements, it had to be cropped, although the sections removed are really unimportant to the progress of the map. Those outside areas can be seen in my previous WIP.

Current layer total for map-image: 81 (!)

old De_TheBridge

KimKat
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The map is going well, although if I may add my suggestion. The fences to B? they're closed. And by the way, there is no B, so I'm pretty confused. If this is gonna be like a look alike of de_bridge the elements must be pretty much like the default version. So it doesn't have so much confusion, from my point of view.

old Re: De_TheBridge (Work-In-Progress)

KimKat
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Guest has written
psssh kimkat u always have some weired suggestions
This is what I mean...

IMG:https://dropbox.hazardstrip.com/thm_44951_optimized.jpg


The green indicate the path to B, the red mark on the fence is where the fence could possibly be broken so that B bombspot can be reached. I think the default positions of bombspots shouldn't be changed in remakes. But yeah that's just my opinion.

|jUSTiN| plans to move B somewhere else, am I right or wrong? that's why I rebel against it. Unless it turns out good. I would like to know where he will put B.

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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Read what I wrote:

|jUSTiN| has written
Note: bombsite "B" will either be in a separate section under the bridge OR somewhere on the CT [left] side of the map, in some sort of "bridge control" room. I still haven't decided yet, but the former is most likely.


And the river is accessed via any of the 4 staircase walkways along the sides of the bridge. Players will also be able to go underneath the bridge (most likely placement of "B")

old Re: De_TheBridge (Work-In-Progress)

KimKat
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Oh, ok.

I like the idea of the bridge control room, it would be excellent if it is filled with some control panels that are breakable and has the explode settings to it.

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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Scr has written
bad map 40/100
First of all, this map isn't even finished yet. Second, you speak poorly of the map, yet provide absolutely zero reason behind this.

old Re: De_TheBridge (Work-In-Progress)

mrc
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dont worry justin, he is just kiddding...
of course ur map is amazing, keep with excellent work...
I didnt liked the original bridge, but that one is fantastic
and I want to play on it, incredible!
So take ur time to finish it and we'll be waiting for it...
And dont give up, because other maps like de_dust
"with the 1.6 graphics" I think its gone... And of course
this map will be a default in cs2dmax!

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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For those wondering about the gameplay on this map, here is a rough sketch of the most likely paths for the objectives. Some things may change by time I finish, but this is probably what the team paths will look like.

The RED and BLUE boxes are general placement of the TERRORIST and COUNTER-TERRORIST spawns, respectively. The YELLOW field in the center of the bridge is the bombsite (will most likely be exactly the same for the bottom of the bridge). The green paths are the simple waypoints that teams can follow for the objectives.

IMG:https://sleekupload.com/uploads/thm/de_bridge_paths1_thm.jpg


One thing I am changing over the original de_bridge as far as gameplay goes is completely evening out the playing field. Both teams will be nearly equidistant from the objective zone. But for the defending team's sake (CT's), the CT's will start slightly closer to the bridge than the T's, and more obstacles will be placed to defend the bridge, so that the attacking T's will have less cover in taking the bombsite, though it will still be relatively even.

old Re: De_TheBridge (Work-In-Progress)

scr
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Guest has written
what u expect, hes just some stupid kid..

This is what i think so, respect my opinion √... and other thing why u make a flame in me? is what i think of this map...

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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Marcio has written
the graphics are amazing...

this is the top#1 cs2d map graphic quality...

And you haven't even seen the map with all the fine details, improved map shadows, and dynamic pseudo-HDR lighting! (yes, I figured out a way to fake the dynamic HDR as seen in many high-def games, using the simple 2D engine) So the finished product will have apparent cloud shadows and sun-lit bright spots that dynamically change during the map.

old Re: De_TheBridge (Work-In-Progress)

Player
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ljUSTiNl has written
Marcio has written
the graphics are amazing...

this is the top#1 cs2d map graphic quality...

And you haven't even seen the map with all the fine details, improved map shadows, and dynamic pseudo-HDR lighting! (yes, I figured out a way to fake the dynamic HDR as seen in many high-def games, using the simple 2D engine) So the finished product will have apparent cloud shadows and sun-lit bright spots that dynamically change during the map.


I have no clue on what your talking about but whatever it is it makes me excited.
I can't wait.
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