Abstract Map Pack 2015

Like such as the NIPPER
User avatar
AMMO
Posts: 3218
Joined: Fri Apr 06, 2007 11:35 pm
Location: The Belafonte

Abstract Map Pack 2015

Post by AMMO » Fri Mar 06, 2015 3:45 pm

I've begun working on an abstract map for CS:GO and figured I'd ask you guys if there's any interest in doing a map pack.

The last one was all the way back in 2008 and I don't think any j2ers have released anything together since then except for Night Terror. I don't even know how many of you are still around. I guess NIPPER still makes maps. Haven't heard from Dr. Boo or Alpha or Ape for a long time.

I'm aiming to finish my map by early summer so we'll see who's in I guess.
User avatar
MrBlip
It was inevitable.
Posts: 6918
Joined: Fri Jan 28, 2005 9:55 pm
Location: Narshe

Re: Abstract Map Pack 2015

Post by MrBlip » Fri Mar 06, 2015 8:59 pm

PM Boo, Alpha, and Ape - they may have emails set. I've been wanting to make a map again for a while but knowing me it''ll never get completed.

I miss those guys.
9:18 PM - mrblip: im allowed to have my own opinions
9:19 PM - Dr. Doctorpus: no youre not
User avatar
NIPPER
Posts: 10684
Joined: Tue Mar 19, 2002 9:49 pm
Contact:

Re: Abstract Map Pack 2015

Post by NIPPER » Fri Mar 06, 2015 10:12 pm

I was planning on doing something big after the map I'm working on now is done. But I don't know when that will be. Also there's not really a need for a map-pack anymore with the steam workshop.
User avatar
MrBlip
It was inevitable.
Posts: 6918
Joined: Fri Jan 28, 2005 9:55 pm
Location: Narshe

Re: Abstract Map Pack 2015

Post by MrBlip » Fri Mar 06, 2015 11:13 pm

Yeah that's true. Whoever makes the map can just release it and anyone (including one of us) can throw it together in a package. I think CS:GO is the only game that supports maps being added to the workshop though.
9:18 PM - mrblip: im allowed to have my own opinions
9:19 PM - Dr. Doctorpus: no youre not
User avatar
Malone
Posts: 144
Joined: Thu Sep 18, 2014 2:58 pm
Location: New England

Re: Abstract Map Pack 2015

Post by Malone » Sat Mar 07, 2015 11:52 am

All of you seem to be veterans when it comes to mapping but if it's any help I can make prefabs/provide hammer support if anyone needs/wants it.
User avatar
AMMO
Posts: 3218
Joined: Fri Apr 06, 2007 11:35 pm
Location: The Belafonte

Re: Abstract Map Pack 2015

Post by AMMO » Sat Mar 07, 2015 12:33 pm

Anyone is welcome to join as long as the map is decent quality.
User avatar
Malone
Posts: 144
Joined: Thu Sep 18, 2014 2:58 pm
Location: New England

Re: Abstract Map Pack 2015

Post by Malone » Sat Mar 07, 2015 1:27 pm

This is going to be a CS:GO Mappack right?
User avatar
AMMO
Posts: 3218
Joined: Fri Apr 06, 2007 11:35 pm
Location: The Belafonte

Re: Abstract Map Pack 2015

Post by AMMO » Sat Mar 07, 2015 2:19 pm

Yeah
User avatar
AlphaKennyOne
Posts: 1142
Joined: Thu Apr 29, 2004 12:37 pm
Location: California

Re: Abstract Map Pack 2015

Post by AlphaKennyOne » Sun Mar 08, 2015 12:26 am

I may not be an active poster, but I am most certainly an active lurker.

This could be interesting. I haven't mapped in AAAAAAGES, and an abstract map certainly would be incentive enough to try. Never mapped for CS:GO before, so that would be interesting to mess around with. I'll start brainstorming some stuff, and see if I can get the motivation flowing.

Dumb question, but it's possible to not have the usual CS:GO round music playing the whole time if we want to go with the usual theme of different song snippets looped in different rooms, right?
There used to be a signature here, but it's gone now.
User avatar
AMMO
Posts: 3218
Joined: Fri Apr 06, 2007 11:35 pm
Location: The Belafonte

Re: Abstract Map Pack 2015

Post by AMMO » Sun Mar 08, 2015 1:50 am

AlphaKennyOne wrote:Dumb question, but it's possible to not have the usual CS:GO round music playing the whole time if we want to go with the usual theme of different song snippets looped in different rooms, right?
Most people play with the game music set to zero, which can be found under Options. It shouldn't be a problem.

Glad to see you're still around.
User avatar
Malone
Posts: 144
Joined: Thu Sep 18, 2014 2:58 pm
Location: New England

Re: Abstract Map Pack 2015

Post by Malone » Sun Mar 08, 2015 8:12 am

The dumb thing with CS:GO though is that they made custom sounds a lot less convenient. Last I checked, you had to edit the sound.cache file and snd_rebuildaudiocache whenever you wanted to add new sounds.
User avatar
AlphaKennyOne
Posts: 1142
Joined: Thu Apr 29, 2004 12:37 pm
Location: California

Re: Abstract Map Pack 2015

Post by AlphaKennyOne » Sun Mar 08, 2015 2:02 pm

Hmm, so workarounds are required for it to work like it used to. I can deal with that.
There used to be a signature here, but it's gone now.
User avatar
AMMO
Posts: 3218
Joined: Fri Apr 06, 2007 11:35 pm
Location: The Belafonte

Re: Abstract Map Pack 2015

Post by AMMO » Sun Mar 08, 2015 2:03 pm

I just run snd_rebuildaudiocache in console and it works for me.
User avatar
AlphaKennyOne
Posts: 1142
Joined: Thu Apr 29, 2004 12:37 pm
Location: California

Re: Abstract Map Pack 2015

Post by AlphaKennyOne » Sun Mar 08, 2015 3:09 pm

I think I can do that. In fact, I think I remember having to do that many times on my last map. Another question, since it's been a while and i've been out of the loop. Are .wav files still the preferred file format for looping stuff and general custom sounds, or are mp3's good to use?

I seem to recall mp3's being too quiet compared to .wav files, as well as a few other issues. I'm wondering if things have changed since CS:S.
There used to be a signature here, but it's gone now.
User avatar
Malone
Posts: 144
Joined: Thu Sep 18, 2014 2:58 pm
Location: New England

Re: Abstract Map Pack 2015

Post by Malone » Sun Mar 08, 2015 7:13 pm

AlphaKennyOne wrote:Are .wav files still the preferred file format for looping stuff and general custom sounds, or are mp3's good to use?
I don't see a reason not to use mp3s, but most maps that have custom sounds use wav format so that's what I did. I believe mp3s are more for soundscapes but I could be wrong.

For the sake of a quicker definitive answer I'd take the "if it ain't broke, don't fix it" approach and just use wavs. :)
Post Reply