Wednesday, December 06, 2006

Work on as_fallujah (pt. 3)





Sorry about the blog spacing looking messed up right now... =/

Tonight, I'm making up for me slacking off not updating my blog, and I'm
giving you five (5) images to cherish, instead of the usual four (4).
I'm also gonna give you close detail to each picture.

Our first picture is inside the marketplace next to the CT spawn. Not only
can you see the backside of my model I reskinned recently, (CZ Guerrilla Warfare
model,) but I added a patio for a lemon stand, (as well as a hiding spot to
surprise any Terrorists rushing through,) and I expanded the marketplace to the
east to give way for more room, since it was extremely cramped. Some people may
also notice how the water fountain is gone. The pedestal is most likely gonna be
edited again, because the pedestal doesn't seem to fit with the ground too
well.
Next, we have the Security checkpoint. I had a little difficulty coming up with
an idea to build this, but this is what I eventually had in mind... Please note
the security arm from keeping any cars from going through. There's also the gate
behind the arm, just in case anyone gets past the arm. Viewers may also notice
the "security booth" right off to the right for any personnel to allow or deny
anyone from getting through the city block into the other. When playing the map,
no one will be able to get past the security arm.
This next picture is right at the VIP Safety Point, which is the driver's side
of the Russian truck, or right behind the truck. This is the main Safety Point
out of the two points, (the other one is escaping through the lab,) and many
players will try to rush here to win the round, (rushing here for both teams may
take from 15-25 seconds when moving through the alleyways perfectly.) Notice the
Windows Vista advertisement I added to the map. :D
The next image is for an update to the Terrorist base. I have added crates
into the base just to add obstruction and provide better cover to snipe from,
(see a crate in the shadows on the far left.) Notice the sky bridge- I haven't
changed it. But look- there it is!!! Is Engage advertising back in CS? The
Subway ads are back!!! Nah, Engage is not in this shenanigan, I just wanted to
add this ad on the side of the building into the map- too bad they're not paying
me for it... But hey, some people who haven't played or listened to any news of
CS in about 2 years will be in a state of oblivion...
This last image is telling the reader that I have started to add trash and
other details into my map. Notice the newspaper with Saddam on the front, as
well as the sneaker in the trashcan.
Good job, Ritual, for building the trash models. :D
There you have it- now be in amaze, or in disgust. Why art thou neither hot nor
cold, but lukewarm?

Thursday, November 30, 2006

Some updates...

Like the new look? Pretty sweet... :D

Anyways, I've been continuing building my map, as_fallujah, I'll give you a better
update on that pretty soon...

I've been a little wrapped up w/ trying to get CS and Steam to work on my
computer again at school, as well as building this web site for Mr. Keylon's Web
Design class, and all the other little things in life, so be patient, okay? You'll like what
I've done lately, but I don't want to spoil it for you right now...

Tuesday, November 07, 2006

work on as_fallujah (pt. 2)




I know, it's been a little longer than a week since I've updated my blog- so murder me... lol

Anyways, I have got some of these cool pics of my updated map here.
One thing that I've done is add a ton of models onto my map, such as the truck at the main VIP safety zone, (decoration to show his main escape,) cars that aid the environment and detail to the map, (although you cannot reach them,) and especially the two cars that I have changed the skin from the small white car you may have seen from many of my other maps (starting w/ cs_ferry.)

I believe I also have added more crates around the map to mess around w/, create some more hiding spots, as well as any other reason people would want crates for.

Another thing I added was to make dogs bark when a player went across the skybridge from the Terrorist Base through the alleyway to the center of the map.

One last thing I added was a table in the lab room (the secondary VIP escape).

Confused? I can add more pictures to describe what I've been trying to say better...

Friday, October 27, 2006

work on as_fallujah (pt. 1)



Well, I have done a lot more work during summer vacation and to this day in school than my blog shows. See, if we skip my progress on building awp_fallujah, fy_tycoon_cz, aim_fallujah, aim_fallujah_night, as well as some other things, then we'd be right here where I'm gonna talk to you about my latest map, as_fallujah. Now, some of you guys out there weren't exactly satisfied w/ my first Asassination map, as_market, so I had been planning for a better quality VIP map for quite some time. So, instead of having the VIP pinned down in an open area by the terrorists w/ some CT sniping help to bail him out of the city, I decided to create a map that was within 1-2 city blocks inside of Fallujah, Iraq.

In this map, the area is much more closed off than as_market. Although this map has city streets to run through, and I will have parked cars on the streets, I will not have a running vehicle to use. I plan to put a lot of detail into the map, (but then, who doesn't? *cough* Josh Gordon *cough*) XD Anyways, this map has 2 escape points, unlike as_market and most popular as_oilrig.

Here's some screenshots of the map, in which if you haven't noticed the map is still wip...

Tuesday, October 10, 2006

New Site for IST Team

Hey,

It's been a little while since my last post, so I thought of a very good update. On September 17th, I had created the new home for IST Team. It will have information on how it started, it's members, some products built, as well as some video tutorials built by ourselves. I am trying to get the phpBB system onto the site for a larger audience.

You can find our new website at http://faznetworks.com/~ist_team . It's still a wip, but I have built all of the graphics for the website. :)

Thursday, July 06, 2006

finishing touches to as_market





I was worried about how to make my first map in my map pack look better- I thought of adding palm tree models. I think it made a great change to my map, as looking at the final version. You can catch earlier pics at csm2.net, on the forums under "Map Pimpage".

More de_hospital...





Here's some more pics to give a better understanding on how much I put into this map...
The first pic is the Counter-Terrorist spawn, and the front entrance to the hospital. The second picture is the boardroom, and if players continue to the left of the picture, they get into a backroom, where a vent can drop them into the physical therapy pool. The next picture is the Emergency Room on the second floor, which overlooks the cafeteria on the first floor. A vent cover is around the corner, and if you shoot it out, players can reach the cafeteria through the vents. The last picture is the elevator on the first floor.

Game pics from de_hospital





as the title suggests, this pic is taken from the 5th map in my map pack. It was taken in a hallway on the first floor, looking at a Terrorist player.

Monday, June 05, 2006

Map Signatures



I've added some textures showing as credits to my maps. Currently, I'm trying to add sigs to de_hospital, but it's been a pain for some reason...

Here's some pics...

Wednesday, May 17, 2006

Update for hospital





I've gotten so close to finishing up my map, my virtual memory doesn't have enough pagefiles to completely compile the map. :( Fortunately, I can compile in J's room- definitely from all of the l33t texture lighting... ;)

Anyways, here's some screens... (from Hammer Editor, not actual game...)







(for some reason, the screenshots turned out ugly from Hammer...)
Top pic is Terrorist spawn, 2nd pic is the cafeteria (bombsite B), 3rd pic is the CT side of the hospital entrance, bottom pic is the Physical Therapy Pool (bombsite A)

There's an elevator at the center of the hospital, so if you're lazy or are feelin' lucky, rush the other team and jump into the elevator. Look for Pepsi products in the boardroom above the pool (as well as some Mountain Dew :D ). Each bombsite can be accessed in 2 ways: the front way, and through a section of the vent system. Watch out for defusing the bomb in the pool, if it blows up before you finish defusing it in the water, you die; but if you're outside the water, and the bomb explodes, you don't die, (funny, since my home comp acts the opposite way- die out of water, no health lost underwater.)

Anyways, I'll try to get some screenshots from the actual game pretty soon...

Wednesday, May 10, 2006

de_hospital

Here it is: the final map of my map pack, the one to balance it all, the final mission- bomb defuse!
I'm building my own wad for the map, so increase your download rate when trying to play the map for the first time w/o getting it(the map off of somewhere besides on CS) first...

Okay, so why would Terrorists want to bomb a hospital? Well, I came up w/ a reason-
"A new healthcare plan has been passed through the government- and it disallows any members of Terrorist organizations from receiving medical attention in the United States. With the bill passing, Terrorist organizations are angry at the US again, and are planning to attack a new community hospital..."

The first floor should be finished pretty soon, but I fear any beta testing may be far off- one, ensuring that the wad is finished (so that you don't have to continually download it while I create more textures for the map), and creating the second floor... don't worry though- I just need to work long hours at home for this map to be done soon... and screenshots should come soon as well...

finishing up...




Well, I've finished my map, now I'm working on de_hospital- here's some official screenshots...

there's gonna be some fast-shootin' on this map- don't catch yourself offguard...

Monday, May 01, 2006

Update from Week 3...





Okay, here's an update to the map: all floors are basically finished, I've added some sound to some areas, I've found some custom hostage models, and have put in some cars in their holding area. Here's some pics from Hammer Editor...

Monday, April 17, 2006

cs_ferry

I am in my 2nd week of developing my map cs_ferry, the 4th map in my map pack, Ibanez' Map Pack. It may take a while to finish, since I am building the ferry as accurately as possible through long-term memory and pics from Google that really don't help me too well.

There are going to be a total of 4 levels on the Washington State ferry, and I'm gonna need to find a skybox of Puget Sound, or a coastline, hopefully getting the first choice...

As it is a hostage rescue map, I will place 2 hostages on the 3rd floor, (the passenger level,) and 1 hostage in each cockpit on the 4th floor.

Counter-Terrorists start on the main deck, (1st floor,) and Terrorists start on the passenger level, (2nd floor.) I'll post screenshots soon, don't worry :D