Dust


(nUllSkillZ) #1

[b]Note:
This is not my brushwork.
As far as I know the shown map originally has been build by David Johnston for Counterstrike.
http://www.johnsto.co.uk/text.php?t=making_dust2

The only thing I do is re-texturing.
[/b]

For the idea of LMS maps that contains objectives ( Last Man Standing (LMS) gamemode + objective = CS type ) I’ve decided to try to convert a Counterstrike map.
I haven’t asked the original author so far because I want to present him something.

And I’ve had the idea to make some kind of “snowstorm”.
I think it’s a really nice dust effect.

Another effect:
Because I’ve choosen a bright yellow color as fogcolor from some distance it seems that objects reflect the sun.
Hard to describe and I think it can not be seen in the pictures.

Note:
This is the only part of the map I’ve re-textured so far (for presentation).
And it’s not complete yet.
The pictures are taken from one of the first compiles with light and are brightened.

As sky I’ve used “skies_sd/sd_siwasky”.

Fog-shader (modified SD-fog-shader):


textures/de_dustet2/sand_fog
{
	fogparms ( 0.97 0.91 0.76 ) 2304
	surfaceparm fog
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
}

Worldspawn:


"fogclip" "2048"
"farplanedist" "2048"
"_fog" "textures/de_dustet2/sand_fog"



Edit:

former title Sandstorm / dust


(]UBC[ McNite) #2

Null, there are 2 things that need a change imo:

1st: u cant use siwasky and a fog with a different color cuz when the fogclip will take effect u see the skybox through the fog… blue sky through sandstorm :eek: as far as i know sky should be same color as the fog (besides u don’t see ANY blue sky in a sandstorm)

2nd: your color for the fog is much too light. This is y when you look at things from distance (and the fog thickens) things look very bright - because the fog IS bright.

0.97 0.91 0.76 = 247 232 194 in rgb, look at that color in photoshop, its just too bright

What i do is when i like the color i simply make it darker (move down in the color-window towards black). I d say you might try something like
150 141 117 = 0.59 0.55 0.46

Apart from that I think its the wrong approach to “mess” with a map and ask the mapper afterwards whether u can go on… you should ask him first. I think we had that discussion lately on leveldesigner.


(Oxygen - o2) #3

besides what ET player wouldp lay a CS map, they are too small


(nUllSkillZ) #4

I think Last Man Standing (+ objective) would make fun.
It’s not meant to be played in objective / stopwatch / campaign mode.

p.s.:
Last Man Standing:
Every player only has one live.
Target of this game mode is to eliminate the other team.

It’s possible to script also objectives in this game mode.
So target could be:
Eliminate the other team OR fullfill objective (plant dynamite).


(Oxygen - o2) #5

so basixly u wana play CS within ET i dont see this working tbh


(nUllSkillZ) #6

LMS game mode + objective based maps would be CS like.
A free available alternative to CS.
But It’s not CS and it will not be.
It’s an enhacement of the official game.
Only achieved by mapping.

And why do you know that this will be no fun / not working?
Have you tested this yet?


(]UBC[ McNite) #7

Nope, Null basicly wants to map a LMS map that s balanced and playable…


(Orange) #8

You don’t see this working now 'cause you have nothing to see atm, but it sounds cool to a lot of others here and as far as I’m concerned, Null can turn a good-old Mario level to a great ET map (some hard work involved here but oh well…)


(ChiemseeMan) #9

Hi, versteh ich das jetzt richtig, du willst Dust nachbaun ? (mein englisch is schlecht :slight_smile: )

De_Dust gibt es schon: http://www.new-etmaps1.de/maps/de_dust.rar


(nUllSkillZ) #10

Short info:
I’ve just asked David Johnston (the author) for permission.
Short version:
He’s OK with my copy / conversion (he has given me also the advice to create something new).
Only problem could be Valve.


(nUllSkillZ) #11

Sorry for doublepost.
I know that someone has made Dust for ET.
I’ve wanted to make “de_dust2” for ET.
After the email of the author I’m re-thinking.
Because of the copyright issues with Valve.


(Oxygen - o2) #12

we forgive you

i dont see it working but good luck!


(Genesis) #13

i do see it working actually… i mean… u people go like: maps are to small, same as CS
im like: look at sillyCTF --> small, same as UT,Halo etc. etc.

i was working on cs_assault but i lost my files when i updated my pc…


(Orange) #14

sillyCTF rocks.
Simple and cool.
In Israeli servers you can most of the time only find “aces” in this map and no-one does the objective 'cause everyone just try to get Akimbo.
I played it for hours without even thinking of changing map.

P.S.
Those screenies really look like a render :eek:


(G0-Gerbil) #15

Would be good to let others see the source.
While I’m not particularly thrilled at the idea of playing a CS map, there’s a lot to be learnt from them regarding low polygon map making which we could all do with the occasional reminder about - not to mention playability over visuals (although nice when you can have both - remember when dust came out it was considered a good looking level ;)).
I am not sure why people think the objective mode might not be a goer - surely it won’t be too hard to convert it into something roughly approximating what happened in the original dust? Either just have two dyno points, either of which ends the map, or else make the dyno a transportable objective or something. Might as well include it for the minimal amount of work it’d require.


(nUllSkillZ) #16

There will be two places where dynamite can be planted (like in the original map).
But one is enough to end the map.
Not sure if I will include that the defending team wiill win if it defuses the dynamite.
Or if the attacking team should have multiple chances to plant dynamite.
Time limit will be 5 minutes (also like in CS).
I’m still thinking about the other features of ET.
I will not include Command Posts.
But I will include Ammo-/Health-Cabinets.
Not sure about the number and places.

Note:
Today I have written an email to Valve asking for their permission.


(]UBC[ McNite) #17

If you let out the crates it would be a bit harder and calling for SERIOUS teamplay and not camping around the health-crates. I d at least try some games without them to see whether a real small map is in need of them. Also the crates might distract from the objective-part of the map and players would concentrate on the pure who-survives-last aspect.

Tell me when u need testplayers :smiley:


(G0-Gerbil) #18

Yeah I’d say lose the health / ammo cabinets - in a map this small with this little time limit they are only an unecessary distraction.
I don’t think you can capture via scripting if a team defuses the dyno, which means you can’t really control the ‘one chance only’ thing either.
The only way I can think of is if you make the dyno a carriable objective, and you have dozens of small ‘drop’ locations in each plant zone.
When the objective is delivered then wherever they delivered you show a dyno that engies have to ‘construct’. Once constructed, the defending team can ‘deconstruct’ to defuse.
It’s all a bit laboured really.

The only real problem I see is if all attack to 1 location and plant, then when defence is struggling to defuse a lone attacker plants in the other location.
Mind you with a 5 minute timelimit it may not be a problem.


(]UBC[ McNite) #19

@ Gerbil: You can solve that by having only 1 dyno to carry to a planting zone.

And you don’t need all the little drop points either. Make the planting zone a trigger (like where u deliver documents) and when you “deliver” a dyno it shows up and an invisible constructible. Constructing it will setstate visible a red light and initiate a countdown.
For deconstruction you need another constructible that is invisible first but gets setstate visible for defenders when the first constructible (the “arming” of the dyno) is finished. Constructing this one will setstate invisible the light and the dyno… game over.

Only thing I don’t know enough of scripting for is how you might do the 30 secs countdown, but as there are domination maps for ET as well it is possible (somehow).

About the permission from Valve… i m not sure whether you need it at all cuz its a custom map you redo, and you actually don’t use textures/sounds/models of CS… but i m not sure about that. What I m sure about is he won’t be happy about the idea :smiley:


(nUllSkillZ) #20

You can react on dynamite that is defused.
I’ve written a thread about this theme (also on the dynamite plant event).

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7918&highlight=dynamite
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7917&highlight=dynamite

Edit:

Thanks for the note about “double” plants G0-Gerbil.
I’ve just had the ideai if in one location the dynamite is planted the other location will be deactivated.