|
|
#1 |
![]() Join Date: Mar 2012
Reputation: 10
Posts: 103
|
de_aztec re-vamped for competitive play *SERVER UP INFO IN THREAD* DL LINK*
Hey,
Some of you may have read our last thread ( http://forums.steampowered.com/forum....php?t=2748140 ). We have ported our changes, and made some others and have a download link ready. Link: http://www.gamefront.com/files/21866618/de_aztec_b2.zip We purchased a server, to playtest the map connect using: PLAYTEST: in console 'connect s21.game.nfoservers.com:27015;password aztec' the map will be like a regular valve server, except it will only be running our aztec. youtube: http://www.youtube.com/watch?v=-VwZW...ature=youtu.be To install place it in your C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps folder Some changes from last screens and update in previous thread: -removed some scaffolding -deleted extra boxes in bridge room and site A -moved box around in A -added boxes along route to B, big ramp, and in B -removed rain which has increased fps/smoothness -removed random plants -added broken bridge in water to allow crossing silently -other misc changes -brightened the map overall One change I think is pretty cool is we added some broken bridge pieces in the water right under the high bridge that is broken. This serves a function and is a cool little piece as well. http://i49.tinypic.com/1p9lhf.jpg http://i50.tinypic.com/se3vxf.jpg Please remember this is a "pro" version. We also plan to have a version that will have rain/plants/other stuff that many still desire. I encourage you to download it, play with some bots and give us any feedback you may have. We are looking for someone who can host a server for us so we can play test the map. If you can help us with that please PM me. Thanks. Last edited by feds_takin_pics: 06-20-2012 at 07:18 PM. |
|
|
|
|
|
#2 |
![]() Join Date: Mar 2012
Reputation: 37
Posts: 1,277
|
i wish acid and you would throw your best ideas together and make the most amazing aztec version ever.
for example, i dislike that acid removed the water and absolutely adore your solution to the same problem. but i dislike that your aztec still looks grey and depressive, while acid's version looks simply amazing. please start working together
|
|
|
|
|
|
#3 |
![]() Join Date: Jun 2012
Reputation: 0
Posts: 34
|
If any of you are interested we have a dedicated server running for a few hours at best join 68.9.134.141:27015
|
|
|
|
|
|
#4 | |
![]() Join Date: Mar 2012
Reputation: 10
Posts: 103
|
Quote:
|
|
|
|
|
|
|
#5 |
|
Banned
Join Date: May 2012
Reputation: 8
Posts: 81
|
It's friggin' lame that HPE/Valve couldn't get Aztec right and now the community has to fix it.
I've actually lost a lot of respect for the devs throughout the CS:GO Beta. I used to aggressively defend them and their decisions right up until The Science of Fog which just screams incompetence on their part. At that point I realised they are nowhere near as professional as I thought they were. |
|
|
|
|
|
#6 |
![]() Join Date: Mar 2012
Reputation: 10
Posts: 103
|
edit: Actually, if you know how to add bots via rcon, you can just launch from main menu
game_type 0 game_mode 1 map de_aztec_b2 bot_quota 9 Last edited by feds_takin_pics: 06-18-2012 at 06:59 PM. |
|
|
|
|
|
#7 | |
![]() Join Date: Jun 2012
Reputation: 0
Posts: 34
|
Quote:
game_type 0 game_mode 1 map de_aztec_b2 bot_quota 9 |
|
|
|
|
|
|
#8 | |
![]() Join Date: Mar 2012
Reputation: 37
Posts: 1,277
|
Quote:
please still get together with acid and share your ideas. it sucks to have two amazing aztec versions at hand. |
|
|
|
|
|
|
#9 |
![]() Join Date: Mar 2012
Reputation: 10
Posts: 103
|
i encourage you to load it up and check it out. the map, i feel, is very vibrant. oblivion and i feel we have a very strong version of aztec.
|
|
|
|
|
|
#10 |
![]() Join Date: Jun 2012
Reputation: 0
Posts: 34
|
I agree, it sucks having work done on the same map by two talented people, creating a small divide in the community. Our changes hopefully can be seen as an overall benefit. If ac1d wants to work together, I'd welcome it, but we might butt heads in terms of ideas. Its a shame really.
|
|
|
|
|
|
#11 |
![]() Join Date: Mar 2012
Reputation: 10
Posts: 103
|
again if anyone has a server we can host this map on we would appreciate it. it will help us achieve a good sample size to better analyze the map.
|
|
|
|
|
|
#12 |
![]() Join Date: Mar 2012
Reputation: 10
Posts: 103
|
youtube link: http://www.youtube.com/watch?v=-VwZW...ature=youtu.be
|
|
|
|
|
|
#13 | |
![]() Join Date: Aug 2005
Reputation: 48
Posts: 745
|
I admit I was quite against this at first. I commend you for making such a good attempt, but there are some issues I have with it.
Firstly, the tunnel by the bridge makes the bridge a little redundant. Why take bridge when you can be shot at from all the other places or tunnel and be shot by 1? It's a much too safe way I think. Secondly, the crypts area is a nice idea. But I feel like it shouldn't be there AT THE SAME TIME AS the other original map leading down towards B. It's 2 ways to get to water that are too close together, and I'll make my point as to why in a moment. Thirdly, the statues with the gap from the wall I rather liked, and don't like the change with them by the wall. I think it makes it too safe. Fourthly, the T tunnel I feel is an excellent idea, but I think since it leads to the area before under the bridge that it makes the T ramp useless. The silent wood on the water is excellent, and the T tunnel, like I said is a good idea. Tuscan has similar tunnels, and I like those. My main concern though is there are too many entrances around. It's too maze like. My final concern is that it's not official. Bless your hearts for seeing that Aztec needed something else done to it to make it better, but it wont be accepted by the community on a large scale unless Valve does something to embrace it. Or add their own change. I love Aztec, and want to play it competitively again so long as it still feels like Aztec. I think you're well on your way to doing something good, but I feel like it's too maze like. At the very least, perhaps Valve will see this and take notes, or hire you as map makers. Quote:
They did it with Dust, and with nuke, both are 'good' changes. Aztec they know needs work. Besides, css was released, and only after did they release Assault, Port, and a few other maps. My point being, maps and map editing can come later. The game function as a whole is their prime concern. Last edited by Raven_beef: 06-18-2012 at 11:58 PM. |
|
|
|
|
|
|
#14 |
![]() Join Date: Dec 2008
Reputation: 78
Posts: 900
|
I like the new paths, but i believe they should be widened up a bit. (especially the first one in the video)
they seem a bit too narrow. other than that, very nice job. |
|
|
|
|
|
#15 |
![]() Join Date: Jul 2010
Reputation: 0
Posts: 93
|
I think there is too much direction. The three original access is sufficient.
The problem with this card is that it is too difficult for Terros. In my opinion this is access from the bottom to be rethought. |
|
|
|
![]() |
|
||||||
| Thread Tools | |
| Display Modes | |
|
|