More CS:S Content Coming

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There's a Steam news update available if you restart Valve's content delivery software. The Valve guys express gratitude for the awards they won during GDC, and also mention that work is underway on de_port. You can find a layout sketch here.

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From The Chatty
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    March 11, 2005 5:43 AM

    looks like another snipefest with lots of long alleys. =/

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      March 11, 2005 6:07 AM

      don't hate the player, hate the game

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        March 11, 2005 6:09 AM

        I love the game, I just hate poorly designed maps like cs_compound.

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          March 11, 2005 6:28 AM

          I like compound it's a fun map to play with friends but not so good playing on servers where everyone just snipes.

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            March 11, 2005 7:08 AM

            But sniping is fun.

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              March 11, 2005 10:22 AM

              Not when everyone is doing it, I've had 6 vs 6 games where everyone was sniping.

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                March 11, 2005 12:04 PM

                I don't get all the hate for compound... it's one of my favorite maps, and I rarely snipe.

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          March 11, 2005 9:51 AM

          the design of the map is actually phenomenal, and more appropriate for the source engine. you wouldnt be able to make this map as effectively in hl1.

          tides is the wrong way to go. its way too 1998. all twisty corridors, quake1esque level design. we've been there and done that.

          compound is like a miniature battlefield map, far more open and gives alot of capability to the player to invent strategies. this is the new style, and ought to be the way most new CS maps are made. its a more complex version of assault, which was an innovative map in how it allowed for open gameplay and still constrained player movement in all the right areas.

          i dont see the map as being such a sniperfest. playing on pub servers i see alot of different strategies being employed.

          at the risk of raising or lowering your opinion of my opinions, i worked on desertcombat maps, some of the more popular ones. i also worked on some bf2 maps. i really really dig where a map like compound takes CS.

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            March 11, 2005 10:17 AM

            agreed, cs_compound breaks free of the restrictions level designers have traditionally had.

            The problems people have with snipers are just due to the fact you can not play compound like the older maps. It's all about chosing the right tool for the right job. Things like smoke grenades can play a big role in clouding the view that a sniper has. They're at your disposal, so use them. Shotguns? Um not the best choice for compound...see cs_office maybe.

            Team strategies are key to open maps like compound. Things like covering fire will work wonders to keep the snipers head down long enough for yuor teammates to get through. You can't just charge in free-for-all and except not to be sniped.

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              March 11, 2005 10:38 AM

              Smoke is useless in CS; I've tried many times to use smoke and still seem to get killed in the middle of the cloud.

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                March 11, 2005 12:09 PM

                But it's not about standing in the middle of a cloud and using it to pretend you're not there. It's about using it to shut down lines of sight and to intimidate people into thinking there might be people lurking in it.

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              March 11, 2005 1:32 PM

              Well I dunno about that covering fire thing. In CS you can get shot while zoomed in and still headshot someone the next second. I know CS isn't realistic but I do think the game should do more to limit "action snipers". It's kinda ridiculous what you can do with a scout while running around and jumping.

              I liked compound anyway the few times I've played it. With good teams snipers make a big difference on most maps so it's not that different. But I do find sniping boring and have more fun on other maps.

              I love new maps though, where everyone is learning and you get new and fun situations. Last night I tried a few new interesting maps: de_dust3 (like dust, but I guess more multidimensional), and some western theme map (not westwood but something else with an underground tunnel) and had a blast. I'm just bored with the old dust and aztec.

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                March 11, 2005 1:40 PM

                bring back the shield =)

                /me hides and goes into turtle mode

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            March 11, 2005 11:20 AM

            Every path can be sniped from long distances from about 5 different directions. It fells less like battlefield and more like it should be called scout_compound.

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            March 11, 2005 12:08 PM

            IAWTP. If you're getting sniped on compound, you just don't know how to deal with snipers properly in the game - smoke grenades, hugging walls, surpressing them, etc etc.

            And everything else you said is so true, it's truly inspiring to see Valve taking CS in a new direction. I had gotten pretty convinced the game had settled on its map template and was just going to iterate on that for all eternity, so after a few mis-starts (havana/chateau) it's good to see them finally finding sometihng that really works.

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              March 11, 2005 12:13 PM

              Agreed. I'd like to see more maps like this.

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              March 11, 2005 12:45 PM

              hugging walls helps yeah. smokes help for assault. But if your team gets slaughtered and its just you, its pretty much over.

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            March 11, 2005 2:08 PM

            I'll have to agree with everyone else who agreed! Compound marks the start of a revolution in CS:S maps - it has `fun' written all over it, but we need people to adapt to it first.

            Remember, Tides was made back in the day when Dust was king and people wanted more of the same - more long corridors, more short tight corridors, more long sniping bits, more short sniping bits, more CQB, less CQB... but overall, fast, simple gameplay. It does highlight how far we've come!

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      March 11, 2005 12:50 PM

      If you'll notice, there are actually boxes and crates blocking the long passage in the middle.

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