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Thread: Contra for CSGO.

  1. Registered TeamPlayer Madmax (Grape)'s Avatar
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    Steam ID: Madmax56 Madmax (Grape)'s Originid: madmax5699
    #1

    Contra for CSGO.

    Next map I am porting is de_contra and I want to get the discussion going early. Any thoughts you have about the map, post them here.

    So far I know I will be changing the height of any head shot box (64 unit tall boxes) and it looks like the theme will be Aztec.

    I am in the early stages of work right now so no screenshots. But I am without internet for a few days so I be doing a good amount of work on the map.


    Edit:

    Screenshot added Feb. 12th:



    Update May 10:
    Quote Originally Posted by Madmax (Grape) View Post
    Here is Contra so far:

    de_contra b.zip

    This version is not final and it has quite a few gameplay affecting problems, mostly to do with player clipping. But I am getting ready for a workshop release of the first beta version.

    Please post any bugs or issues you find in this thread. I already know about a bunch, but you might find one I don't know about. Thanks!

    Oh, and if you send anyone this link, please make sure they understand that the map is definitely not done.


    Screenshots:




    Last edited by Madmax (Grape); 05-10-13 at 08:10 PM.
    We can do better.

  2. Registered TeamPlayer idunn's Avatar
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    Contra for CSGO.
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    #2

    Re: Contra for CSGO.

    I like it a lawt.
    http://i187.photobucket.com/albums/x167/idunn04/ramp_sig_idunn.jpg

  3. Registered TeamPlayer Guyver's Avatar
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    Gamertag: Guyver72 Steam ID: guyver72 Guyver's Originid: guyver72
    #3

    Re: Contra for CSGO.

    Just as long as you make it less drab and depressing..






  4. Registered TeamPlayer Ace22's Avatar
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    #4

    Re: Contra for CSGO.

    Quote Originally Posted by Guyver View Post
    Just as long as you make it less drab and depressing..
    Agree, it was always the worst map graphically. It always reminded me of the walls from doom.

  5. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #5

    Re: Contra for CSGO.

    Quote Originally Posted by Guyver View Post
    Just as long as you make it less drab and depressing..
    Yep, the Aztec theme pretty much takes care of that.
    Likes Guyver, judedeath liked this post
    We can do better.

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    Contra for CSGO.
    #6

    Re: Contra for CSGO.

    Besides the headshot boxes that you're already fixing. Everything else is perfect.

  7. Exiled
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    #7

    Re: Contra for CSGO.

    YES PLEASE. I LOVE CONTRAAA!!!!!!!!!!!!!!! Hopping on the Contra Train

  8. Registered TeamPlayer
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    #8

    Re: Contra for CSGO.

    Fix the stupid clipped step in 3 way(going a from T spawn), and the clipped wall going upper a(from T spawn). They were just enough off in source that you could catch on them and get stuck, very similar to going lower a from T spawn in lost temple. Possibly make the boxed cubby/wall in A halls more spammable too. You could kill people through there in source but it was pretty damn tough...like 10-15 hits if you didn't HS. Window might need adjusted to fit GO models...I don't know if they are the same size or not but they sure as fuck feel way more clunky.


    hmmm...but if you fix the clipped spots then I don't have a scapegoat for my failed clutches =/ must think on this.

  9. Registered TeamPlayer idunn's Avatar
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    #9

    Re: Contra for CSGO.

    I know for a fact this map will be huge. I know a lot of people in the competitive scene outside of TPG that are praying for contra to make an appearance in GO. Max will be famous
    http://i187.photobucket.com/albums/x167/idunn04/ramp_sig_idunn.jpg

  10. Registered TeamPlayer Madmax (Grape)'s Avatar
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    Steam ID: Madmax56 Madmax (Grape)'s Originid: madmax5699
    #10

    Re: Contra for CSGO.

    Quote Originally Posted by iLLusioN View Post
    Fix the stupid clipped step in 3 way(going a from T spawn), and the clipped wall going upper a(from T spawn). They were just enough off in source that you could catch on them and get stuck, very similar to going lower a from T spawn in lost temple. Possibly make the boxed cubby/wall in A halls more spammable too. You could kill people through there in source but it was pretty damn tough...like 10-15 hits if you didn't HS. Window might need adjusted to fit GO models...I don't know if they are the same size or not but they sure as fuck feel way more clunky.


    hmmm...but if you fix the clipped spots then I don't have a scapegoat for my failed clutches =/ must think on this.
    You'll have to show me a screenshot of those spots. I fixed a few spots but I am not exactly sure if they are the same ones you are talking about.

    I definitely will make boxes more spammable everywhere.

    And yes, the csgo models have a larger collision box, so heights of doors, windows, and hallways will be adjusted. I also want to reduce the feeling of claustrophobia that some spots give so that's another reason to adjust heights.

    Work is progressing well and by the time I have internet again I will be able to post a screenshot.
    Last edited by Madmax (Grape); 02-07-13 at 09:55 AM.
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    We can do better.

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