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Thread: Improving de_dust

  1. Registered TeamPlayer PMD's Avatar
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    #41

    Re: Improving de_dust

    Any chance of that "banana" into A with the opening garage door? Or are you still thinking it over?

  2. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #42

    Re: Improving de_dust

    Quote Originally Posted by PMD View Post
    Any chance of that "banana" into A with the opening garage door? Or are you still thinking it over?
    Still thinking about it. I want to see how my new changes play out first.
    We can do better.

  3. Registered TeamPlayer flame's Avatar
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    #43

    Re: Improving de_dust

    I think the better spawn will make it play much better
    will make them respect b rush. As it was they could cover A, then if Ts didnt show rotate and still mow them down before they made it to b
    [SsT] Sigs and Avatars-sstflame-png

  4. Registered TeamPlayer Toad's Avatar
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    Improving de_dust
    #44

    Re: Improving de_dust

    Quote Originally Posted by Madmax (Grape) View Post
    Ok, I:
    1. added that pillar in the new B tunnel I mentioned
    2. fixed skybox above overpass
    3. raised player clip in B
    4. removed grating in back hall B
    5. fixed the boxes and wall in the new overpass
    6. extended the new tunnel to start in the underpass
    7. moved the majority of T spawn up top and some by the van.
    8. fixed many texture/alignment issues


    I know I forgot some things. Post here if you remember any.
    New file soon.
    Fixed the box that you get stuck under/can see up into in B tunnels?

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    #45

    Re: Improving de_dust

    Get this shit on the live servers so we can get some serious play testing done!

  6. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #46

    Re: Improving de_dust

    Quote Originally Posted by Toad View Post
    Fixed the box that you get stuck under/can see up into in B tunnels?
    Yep, I had to redesign that section (placement of boxes/cover) slightly because that spot was pointless since I lengthened the tunnel.

    Quote Originally Posted by RAWRKITTY View Post
    Get this shit on the live servers so we can get some serious play testing done!
    I don't think its ready yet. I know it would get more people on the map, but I don't want there to be imbalances that leave a sour taste in people's minds, and then have them never vote for it again.
    Last edited by Madmax (Grape); 11-20-10 at 05:48 PM.
    We can do better.

  7. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #47

    Re: Improving de_dust

    Ok, fixed some more stuff and added some other things, including a box for boosting into back halls B.

    Here's the download link: Download de_dust_remake_b2.bsp

    Now that the new tunnel to B is longer, I need some ideas for how to arrange cover down there.
    We can do better.

  8. Registered TeamPlayer Adretheon's Avatar
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    #48

    Re: Improving de_dust

    After you left I ran through your map a few times, and it looks good.

    You got an overlapping texture on the floor at overpass(T side)
    At the new B tuns entrance you may wanna fix the boxes(the top box is standing on the other one weird)
    As far as cover goes, what you have looks fine for now. I was thinking maybe adding some more pillars like at the end. or some arches similar to the way Contra does in A tuns.
    At the old B tuns entrance(on the inside) I was able to jump onto the box alone and crawl through the hole. As if a magical gust of air lifted me up on it. Not sure how I pulled it off given that the box is taller than my jump height.
    Should put some rubble or something in front of those same boxes on the outside so they don't look like they're floating.

    That's all I got off the top of my head, but as you know i'm tired. I'll be on late afternoon tomo.

  9. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #49

    Re: Improving de_dust

    Quote Originally Posted by Adretheon View Post
    After you left I ran through your map a few times, and it looks good.

    You got an overlapping texture on the floor at overpass(T side)
    At the new B tuns entrance you may wanna fix the boxes(the top box is standing on the other one weird)
    Yeah, that is the place that I tried to get that cinderblock to turn into a static prop so it would look like the corner of the box was resting on it. But it still wants to be a physics object.
    Quote Originally Posted by Adretheon View Post
    As far as cover goes, what you have looks fine for now. I was thinking maybe adding some more pillars like at the end. or some arches similar to the way Contra does in A tuns.
    At the old B tuns entrance(on the inside) I was able to jump onto the box alone and crawl through the hole. As if a magical gust of air lifted me up on it. Not sure how I pulled it off given that the box is taller than my jump height.
    Should put some rubble or something in front of those same boxes on the outside so they don't look like they're floating. That's all I got off the top of my head, but as you know i'm tired. I'll be on late afternoon tomo.
    Which side was this from? On the inside you can jump onto the edge of the first headshotbox, but on the outside it should be impossible to jump up on. But I did purposefully make it so that someone could fall into it from up top.
    We can do better.

  10. Registered TeamPlayer Adretheon's Avatar
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    #50

    Re: Improving de_dust

    I was doing it from the inside going from ground to box.

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