![]() ![]() It turned out extremely popular for very small and entertaining LAN games, and was publicised by Gearbox Software along with one of their own CS maps. Just download the latest gtkradiant 1.6.5 and it will support QL without any hard setup. This is my first video tutorial in the future I will try to make more mapping related tutorials. This type of gameplay was called ‘Prepared Assault’, hence the map name prefix. This is a short tutorial on how to set up GTKradiant 1.6.3 and wolfcam 9.2 for QuakeLive mapping. In particular, the weapon selection was chosen in an attempt to balance it out - CTs nearer the Terrorist end of the building were not given explosives or any weapons that could mow down the Terrorists by shooting through the only wall separating the two spawn points. My aim was to create a small and tight map using custom textures and restricted weapon choice. Bridge (csde_bridge)įact was the child of an idea that came after armoury entities were added to CS, allowing level designers to place weapons around the map instead of letting players buy them. The maps listed below were all released separately. You can read more about them on the Professional Work mapography. add the /copper/ mod folder and copper.fgd in your map editor. It is good for a 'vanilla+' feel without vanilla bugs. Simply pick a map, click install and play. Copper is a minimalist 'refinement' mod that rebalances vanilla Quake gameplay and adds quality-of-life features for mappers. Initially designed by Spirit and written by megaman. While I made Dust, Dust 2 and Cobble as a keen hobbyist, they were later bought and included in the retail editions of Counter-Strike. The Quake Injector is a tool to make downloading, installing and playing custom Quake maps (and singleplayer Quake-style mods) easy and convenient. You can read more in these blog entries: PCGamer Tutorials, de_dust_pcg: conflict areas, Old de_dust_pcg Screenshots, de_dust_pcg: planning, de_dust_pcg: Source and A Third Dust Map. Whilst Dust PCG draws very heavily from Dust and Dust 2 in both arrangement and theme, it does introduce some new elements and occasionally stutters with the theme. With Dust PCG it was important to maintain the simplicity of the Dust series whilst also adopting the new style and sheen that CS:S brought to it. As my first foray into CS:S mapping, it acted as a learning experience involving almost all the required entities and technologies needed for a modern CS:S map. Dust PCG was built as tandem with a two-part tutorial for PC Gamer UK magazine, teaching the basic principles of Counter-Strike: Source level design.
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