Hello there, someone called blueymaps posted on gamebanana his remake of de_inferno map. He made that simplier, cleaner, more 1.6 like. This map is still in development but I think it may replace original inferno in the same way as nuke_ve did. Check it out and stay tuned for his updates :D http://gamebanana.com/csgo/maps/168930
Why do everybody keep thinking us source players doesn't like simple graphics? Yes we do think a crate with only 12 polygons is to low graphics. But we'll be happiest with a semi detailed crate, like the ones revox used. There's one double crate which is just a brush, and I doubt any source player will hate it. In fact if you find the cadred thread of this map, you can easily tell that the majority of source players are very positive towards the 1.6 style change...
People who post about the boxes reveal their inexperience in playing inferno_ce on a professional level. It's not a matter of the boxes being wood, it's a matter of poor collision models that dont accurately reflect the shape of the visable model. Ever notice how there's an invisible forcefield at the corners of the shell casing boxes? Thats the crappy collision model. I was personally told by several invite players that this was unacceptable, and I completely agree.
I regret that they're not as pretty, but atleast they dont have holes in them that act as 1 way bullet proof mirrors.
Actually it's unfinished and still technically in beta, it has no overview and I'm not happy with the boxes yet.
They were replaced not because I wanted the map to look 1.6, they were replaced because the existing models had holes in them with terrible collision models. You can see through them, but you cant spam it. This is especially annoying on the corners of the box models. The only way to fix it was to replace the box models.
This week should be the last week of polishing, should have an overview by this weekend.
Good job then, this map is just a great balance between 1.6/source.
Btw. any news about ESEA decision about picking it? I heard community there prefers that map.
And what will be the name? "_cea" looks a bit weird :P
It's not really in its final iteration yet, once I get there I will be approaching more than just ESEA. I've gathered the support of much of the community, the area51 team, and a few other invite players from ESEA' league.
If it's polished enough, I think the map has a good shot at being put in somewhere.
The step refers to a curb and small platform at top mid/ct side mid, against where the columns are. Originally it was a sharp step that caused problems when navigating around it, pointed out by a commmunity member. I corrected the issue by instead sloping it gradually along the same incline as the adjacent path to CT arch.
There is no heaven at mid, I don't think there needs to be now that you can get on red roof.
Ok, I tested it and... its good but there are few little details. The dirt on the wall at the middle(there where used to be that big stuff for air conditiong or something), removal of the tree at banana and... the space between boxes and red car at mid. I think boxes should be moved to the car there (or even moved before the car). Next thing is the radar, it's kinda dark and purple and I can't notice if it's bombsite or not. If you polish these small things I think it will be ready.