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View Full Version : Off the wall CS: Source map


kromano
05-05-2005, 10:29 AM
I was messing with Hammer a little while ago and decided to do something for CS: Source purely for the asthetic value rather than gameplay... The concept was trying to translate Escher style paintings into a playable level in CS. Sadly, I couldn't actually have players running along the walls shooting at players on the floor, but I did (what I feel) is the next best thing. Screenshots don't really give you the same sense of vertigo the actual level does, but here goes (urls instead of images to cut down on loadtime):

http://members.shaw.ca/avataria/hl2/escherhouse20002.jpg
http://members.shaw.ca/avataria/hl2/escherhouse20006.jpg
http://members.shaw.ca/avataria/hl2/escherhouse20007.jpg
http://members.shaw.ca/avataria/hl2/escherhouse20008.jpg
http://members.shaw.ca/avataria/hl2/escherhouse20009.jpg
http://members.shaw.ca/avataria/hl2/escherhouse20010.jpg
http://members.shaw.ca/avataria/hl2/escherhouse20012.jpg
http://members.shaw.ca/avataria/hl2/escherhouse20013.jpg

Opinions? I never really went all out on the map, played a couple rounds with a few friends and against some bots but bot AI was too painful for a decent game. Mostly done as part of a bet to make a friend sick but ended up mostly making me dizzy while constructing.

AdamAtomic
05-05-2005, 05:34 PM
big props for trying something new! the twisting tunnel in the second to last pic looks VERY interesting...

kromano
05-06-2005, 08:28 AM
I forgot the map overview, in case anybody is curious as to the overall layout of the map:

http://members.shaw.ca/avataria/hl2/overview.jpg

Ts spawn at the top with hostages, CTs at the bottom. The large room on the right makes for a fast escape for CTs but it's one way, so you can't "zerg rush" the Ts.


The twisting tunnels went through a couple revisions, lining up textures that twist like that was a big pain. Did the best I could, but decals (bullet pock marks and blood) stretch terribly on some surfaces inside.

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