Pretty much everyone here has seen or heard of de_inferno_ce, a map edited using the input of area51 gaming and other pros. Well nows your chance as the community to give input and support. CEVO is reviewing the map but wants your thoughts about using it as a replacement. Sign up for the forums at www.cevo.com and post a reply here
There has already been a lot of positive reactions to it, just need to show cevo that its what you want. Remember that the map is not in its final version, but the vast majority of what you see will appear in its final iteration.
FPS banana is temporarily down. Once it's up again, I will be uploading a new version that upgrades the map visually. I'm at the stage where I can go through the map and polish things up for the final version.
The goal of these upgrades is to make the map more visually on par with today's games, while keeping actual play space free of obstructing clutter and game breaking models. So not to worry, there was nothing done to "Mechanically" change the map, it is purely visual.
On that same note, more optimization was performed. Despite the visual difference, performance should be BETTER than the SE version of inferno.
It had occured to me that although my adjustments were mechanically justified, they were not visually appealing, nor did they take advantage of the source engine. In order to correct this minor mistake, I have performed a great deal of visual upgrades, with some very minor mechanical fixes and changes.
These changes should feel as though they fit seemlessly in to the exiting environment. In short, I strongly believe that this iteration is a more natural evolution of what most consider classic inferno, while still sharing the mechanical components of source, 1.6, and CS:GO.
Wow, I'm a bit shocked with the banana look but... it's positive shock. Now it looks amazing. Can't wait to download and test the map.
Btw, have you improved radar?
And one thing... I noticed in the earlier versions that there was hole in the window in the bedroom. If you could boost someone there it would be so easy for him to take out someone at the and of APT. Did you mean it?
First, thanks for that reaction. It was the same reaction a friend of mine gave me when I emailed him the .bsp file.
Second, Radar by itself will take at LEAST a full days work to redo and polish. Bet on getting one soon though, its going to be on par or better than valve's.
Third, YES that is completely intentional. The door was cracked in order to give terrorists a way to counter dark room since it was overpowered in it's current state. You can safely lob any grenade you choose without the threat of being counter-picked, even if they're boosted. In addition, you can boost a friend using the freshly added bench to take a peek down apartments. This makes dictating who controls apartments more balanced for T side, forcing CTs to play apartments less aggressively. As a resut, this change should also enable Ts to move into apartments with less chance of being detected.
Well, it's nice to see that you are thinking about small details :)
Speaking of visuals, just some detail in my mind. Since you replaced those big pillars in the "quad" spot with wood, have you ever thought about making the same thing at the second mid (next to doors)? Just to keep the same style?
Hmm... maybe you could make some walkthrough Bluey? People are lazy and downloading the map and installing it is for a lot of people "too much". Maybe 1,2 minute trailer on yt could boost the number of your audience, maybe even cooperation with some big guys on yt. :)