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de_cache (project name emone)

A Work In Progress for Counter-Strike 1.6

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In Development - 85% finished

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Spanish Translation By Alexis92 11d
  • Tweak Spanish Translation By Alexis92
de_cache (nombre del proyecto emone). Hola a todos, este es un mapa en el que mi socio, Mystic Cheeze, y yo hemos estado trabajado el año pasado. Este proyecto tiene tres objetivos: Objetivo número
1: Hacer una versión viable y competitiva de de_cache en CS 1.6 (El mapa ha sido probado por veteranos que han jugado en CPL, CAL, OGL, XPL, Cevo, y ESEA). Objetivo número 2: Utilizar todo el material original que sea posible. 90% del mapa es hecho con el contenido estándar de 1.6. (Gran parte del contenido es originario de Barking Dog Studios que hicieron mapas tales como cs_backalley y de_train). Objetivo número 3: Usar las reglas de diseño de nivel de John Romero cuando puedan ser aplicadas a Counter Strike. Las reglas son las siguientes:

1. Siempre cambiar la altura del piso cuando quiera cambiar la textura del suelo.

2. Usar texturas especiales con bordes entre diferentes segmentos de la pared y puertas.

3. Ser estricto con la alineación de texturas.

4. Uso consciente del contraste en todas las partes del nivel, entre áreas claras y oscuras, y áreas estrechas frente a áreas abiertas.

5. Asegurarse de que si un jugador puede ver algo de afuera, esté de alguna manera debería poder llegar hasta allí. "Esta regla no será utilizada"

6. Se estricto sobre el diseño de áreas secretas en todos los niveles.

7. Hacer los niveles de manera fluida para que el jugador vuelva a visitar las áreas varias veces para poder comprender el espacio tridimensional del nivel (y los ángulos).

8. Crear puntos de referencia fácilmente reconocibles en varios lugares para facilitar la navegación (y posiblemente para crear posiciones).
Chinese translation By XJM 12d Tweak Korean Translation 12d Tweak French Translation By @SEHTICK 12d Tweak Two New Pictures 19d Tweak
de_cache (project name emone) Hello everybody, this is a map that my associate, Mystic Cheeze, and I have working on for the past year. This project has three objectives.

Objective Number 1: Make a competitively viable version of de_cache in CS 1.6. (The map has been tested by CS 1.6 veterans who have played in CPL, CAL, OGL, XPL, Cevo, and ESEA.)

Objective 2: To use as much as default content as possible. 90% of the map is made out of standard 1.6 content. (Much of that content originated from Barking Dog Studios that made maps such as cs_backalley and de_train.)

Objective 3: Use John Romero's level design rules when applicable to Counter-Strike. The rules are as follows:

1. Always change floor height when I want to change floor textures.

2. Use special border textures between different wall segments and doorways.

3. Be strict about texture alignment.

4. Conscious use of contrast everywhere in a level between light vs dark areas, and cramped vs. open areas.

5. Make sure if a player can see something outside, they should somehow be able to get there.  "This is one that we will not use."

6. Be strict about designing secret areas on every level.

7. Making levels flow so the player will revisit areas several times to under stand the 3D space of the level (and angles.)

8. Creating easily recognizable landmarks in several places for easier navigation (and potential call outs.)



Todos

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check_box_outline_blank 30 to 60 more days of 5vs5 Scrims. check_box_outline_blank Total map optimisation

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  • Alexis92 avatar
    Alexis92 Joined 1y ago
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    access_time 12d edit 12d
    Do you need help with translation? I can translate into Spanish. Here: 

    de_cache (nombre del proyecto emone). Hola a todos, este es un mapa en el que mi socio, Mystic Cheeze, y yo hemos estado trabajado el año pasado. Este proyecto tiene tres objetivos:

    Objetivo número 1: Hacer una versión viable y competitiva de de_cache en CS 1.6 (El mapa ha sido probado por veteranos que han jugado en CPL, CAL, OGL, XPL, Cevo, y ESEA).

    Objetivo número 2: Utilizar todo el material original que sea posible. 90% del mapa es hecho con el contenido estándar de 1.6. (Gran parte del contenido es originario de Barking Dog Studios que hicieron mapas tales como cs_backalley y de_train).

    Objetivo número 3: Usar las reglas de diseño de nivel de John Romero cuando puedan ser aplicadas a Counter Strike. Las reglas son las siguientes: 

    1. Siempre cambiar la altura del piso cuando quiera cambiar la textura del suelo.

    2. Usar texturas especiales con bordes entre diferentes segmentos de la pared y puertas.

    3. Ser estricto con la alineación de texturas.

    4. Uso consciente del contraste en todas las partes del nivel, entre áreas claras y oscuras, y áreas estrechas frente a áreas abiertas.

    5. Asegurarse de que si un jugador puede ver algo de afuera, esté de alguna manera debería poder llegar hasta allí. "Esta regla no será utilizada"

    6. Se estricto sobre el diseño de áreas secretas en todos los niveles.

    7. Hacer los niveles de manera fluida para que el jugador vuelva a visitar las áreas varias veces para poder comprender el espacio tridimensional del nivel (y los ángulos).

    8. Crear puntos de referencia fácilmente reconocibles en varios lugares para facilitar la navegación (y posiblemente para crear posiciones).

    If someone needs help with spanish translations, or record voices in spanish, I'm willing to help. 
    Bananite
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  • Sneaky.amxx avatar
    Sneaky.amxx username pic Joined 9y ago
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    layout is almost identical to de_lite_rc2 , i like it though
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    Mantra
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  • irq433 avatar
    irq433 Joined 2y ago
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    An old cs_backalley style, already like it. Waiting for final.
    Vac is cuming!?
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  • Tenryuu avatar
    Tenryuu Joined 10y ago
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    access_time 25d
    So this is downgrade version of de_cache?
    怖いか?
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  • LUrik 450008 avatar
    LUrik 450008 username pic Joined 12mo ago
    At school maybe
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    access_time 25d
    Incredible!
    Project 90 Gang
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  • access_time 25d edit 25d
    (Eng) 
    It looks incredible. one question, they will add the media window and other things from the new csgo cache

    (Esp)
    Se ve increíble. una pregunta, se va a agregar a la ventana de medios y otras cosas de la nueva caché de csgo
    FMCHR
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  • Nakachan avatar
    Nakachan Joined 9mo ago
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    access_time 25d edit 21d
    I don't want to make a simple comment like "it looks good", the lighting is great, site A has a beautiful design and I love that you have taken the cs_backalley concept for make it. 

    I have some tips that I would like to say if they help you

    In cs:go checkers floor (at least in the previous version) looks dirty, although, in this version that zone make a good contrast still looks a bit "out of place". 

    I know, in the original map looks like that, but for what seems to be a deposit (at least the shutter gate in the back seems to say that it is) it still looks out of context.

    The last tip I want to say is, "take advantage of the details to create a good contrast"

    I am an artist, and I learn a lot of this sort of things when I studied landscapes, play with little lights, window panels, emergency lights, cast shadows. Those things make shapes, and shapes make something more recognizable and pleasing to the eye, look at drawings of buildings from artists like James Gurney. Take note of the lights and shadows, the geometric forms, then ask yourself "what would a certain area of ​​the map look like if it were a painting?" Steal like an artist, search for other's designs and build using your visual library learned from them.

    Ok, I know it was too much, but that reference to the design rules of john romero caught my attention and and I wanted to give you a couple of extra tips 

    Anyway, I can't wait to try it and make it known to some servers

    Good luck!
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    Welcome to my rice fields
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  • Alexis92 avatar
    Alexis92 Joined 1y ago
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    It looks very interesting. I hope to see the final result...
    Curiosity: to be competitive, doesn't the map need to be daytime?

    Bananite
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Mystyc Cheez
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