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Archive for August, 2007

The Making of Dust 2

Posted by toeandno on August 14, 2007

The following is an article from the guy who designed Dust and Dust2, which I found online at http://www.johnsto.co.uk/design/making_dust2 :

 

The Making Of: Dust 2

 

title

Introduction

With the popularity of Dust, it would have been stupid of me not to create another Dust map. I started actually thinking seriously about this a year after I made Dust, but didn’t actually start doing anything until much later. Making a sequel was always going to be tough given the success of Dust – and the pressure was incredible.

Originally, I was never going to release the map under the Dust name, nor even try to make it an official map – I didn’t think I’d be able to meet people’s expectations. However, it had to have the name ‘dust’ in the title. Naturally, the map would have been named Dust 2, but that didn’t feel right. I believe sequels should improve on the original, and I didn’t feel confident that would happen. ‘Dust 1.5′ would have been more appropriate if the map was based on Dust and shared much of the layout, but I wanted a new layout. ‘Dust 3′ seemed better – the third sequel in a series of movies is usually never as good as the first two, so that name stuck.

Sticking to a Theme

There are several items that a Dust map must have in order to stick to the Dust theme, and Dust 3 had to include all of them, used correctly and precisely. Even now, years after Dust was unleashed, I have yet to see more than a couple of Dust maps not made by myself that I feel reflects the Dust theme accurately. The ones I did play didn’t feel like Dust, they missed out on the things that made Dust popular, as well as the basic components. Dust 3 couldn’t end up like that.

The Arches

Of all the components in a Dust map, the arches separating areas play a very important role. Their main role is just that – to separate the map into identifiable sections to which players can relate and remember. Aesthetically they are required to stop the map looking like a maze of walls with gaps to let players through. Consider how Dust would have looked without the arches:

Dust without arches Dust without arches
Dust without its famous TF-inspired arches.

Doesn’t look bad, but the arches add something and give the designer more freedom and opportunities to shape the dynamics of the map. Of course, this is an unfair comparison since Dust was built with arches in mind. The arches were taken directly from TF2, so all credit to the designer at Valve for doing what seems like such a minor creation.

The Road

I decided early on in Dust’s development that there should be a clear route around the map – in this case, via the stone road. Although it’s purpose isn’t obvious, the road takes you to every part of the map provided you just follow it and assists not only the players, but the developer too. Without the road, Dust starts to resemble a maze:

Dust without the road Dust without the road
Dust without any roads, making it hard to determine direction.

The Trim

The Dust trim personally is a component of the Dust theme that requires the most attention with regard to how it is used. It is easy to consider it as a texture to stick in the places where brick or concrete doesn’t fit, and usually this works – but it is very easy to use it for totally the wrong purposes too. Pillars – which don’t feature in the Dust theme at all – would be an obvious target for the Dust trim. It’s very easy to overuse the trim – which results in a map which looks far too ‘nice’ and sculpted.

I devised a rule which I tried to stick to – the trim should never be placed such that a player could walk over it, and should never appear striped across a surface more than twice, once if possible (i.e., trim at top and bottom of a wall is ok, but if had one in the middle too, that would be bad).

The Sun

Part of Dusts ‘charm’ was its brightness – many of the CS maps at the time were dark and gloomy, hence fitting with the CS theme. Dust wasn’t like that – it was relatively easy to see where you were going and who was there, and made for comfortable playing. I’d often been asked to change Dust so it was set at night, but in doing so it was no longer Dust. Dust 3 had to maintain the same amount of sunlight and the same degree of contrast.

The Design

Dust 3 would not have resembled Dust if it didn’t steal some parts of the map outright – I couldn’t add new ideas or design elements unless they were quite subtle and didn’t detract from the theme that Dust had established. It was for this reason that Dust 3 had to keep some key elements – like the ‘Dust doors’, the ramps, the labelled bomb sites, the various random buildings and raised concrete areas.

Keeping It Simple

The one thing that would make or break Dust 3 was its layout. Get it wrong, and it would have presented a very boring game indeed. Get it right, and it might rival Dust. I spent a long time looking at the layout of Dust trying to work out exactly why it seemed to play so well. Eventually I deduced that it was, in its most basic form, a figure of eight with a couple of extra entanglements. Dust 3 would need to follow the same pattern, not just to play well, but to feel like Dust.

Just for comparison, I’ve superimposed an ‘eight’ over Dust – the centre of the eight reflects the major conflict area. On Dust 2 however, the eight doesn’t quite fit geometrically, but the layout almost follows it. However, the centre still sits in one major conflict area of the map.

Dusts figure-of-eight Dust 2s figure-of-eight
Dust and Dust 2 both share a rough figure-of-eight route layout.

Starting Out

To get a layout of the qualities I needed – simplicity – I couldn’t take the Dust approach and build the map bit by bit without considering the map as a whole first. I needed to at least draft out a layout or two beforehand, establish some of the requirements, and work from there. This helped enormously to get the map started and have the first area lead out onto the paths that would fit the rest of the map.

First Dust 2 sketch Second and last Dust 2 sketch
Early Dust 2 sketches showing bomb spots.

The image on the left shows roughly what my first sketch was like – terrible. The starting points were ill-chosen (direct line of fire moments after spawning!), the sketch was not to even a nearly sensible scale, and the design was a mess of redundant tunnels and obstacles. However, the CT spawn (bottom-right), more or less survived.

The right-hand sketch shows the one I did after – the CT spawn area has stayed almost the same (bottom-left now), and the bomb positions remain. The difficult bit was working out how the rest of the map should have gone. I knew I had to get an ‘underpass’-style ramp in there somehow (top-right), but I had no idea what it would lead to.

One of the most peculiar decisions I took at this stage was to add rock to the Dust theme. The textures had always been there, but I never used them in Dust. It was, in my opinion, risky to use them in Dust 2 since it would have broken continuity, but I decided that the map needed something different, and so I tried it.

The Early Dust 3

It took a couple of days to take the design I had pencilled out and actually create it. The main problem came halfway – I realised the dimensions of the map didn’t really relate to the designs as much as I had hoped, and hence I had very little room to create the terrorist side of the map. Even still, I didn’t really have a plan for the terrorist side.

I can’t remember how the terrorist side of the map developed, but it was a squeeze fitting it in – it was originally larger. I could have moved the whole map over to provide more space, but for some reason I didn’t. Thankfully it turned out well.

Alpha

The first few versions of Dust 3 shared common features – the bomb sites were as in the diagram, and the map lacked certain polish. From the shots below some of the changes are clear. The bomb site takes place on a single plane, it has two entrances only, and little to get excited about in terms of game play except a crate or two. The images on the right show the junction between the bomb site and the terrorist start (at that time terrorists started where the CT’s do now) – with a light alcove in the building on the right and a plain boring wall showing some geometry in the distance. Not too nice. It was not possible to climb on the rocks.

Early Dust 3 bomb site Early Dust 3 junction
Original bomb site and ramp area.

Early Dust 3 bomb site Early Dust 3 junction
Original bomb site and ramp area other angles.

It was around this time that I let Brian Martel (of Gearbox) in on the map, and he subsequently suggested fixing the Dust rock textures (which previously had a slightly light border at the seams), as well as wall markings to dictate the direction of the bomb targets. Given that Dust 3 was slightly more complex than Dust – the layout was less apparent – this probably helped many players.

Copy and Create

In making Dust 3, it had to retain many similarities to Dust – as mentioned earlier. There were certain elements that had to stay to keep to the theme. In this respect, it made creating the map easier, since I knew how the elements would fit together. However, every map needs some originality, which can be a challenge with the Dust theme.

Copy

More astute players would have noticed many items ‘borrowed’ from Dust. I don’t mean in terms of theme – that had to remain – but various elements of Dust which appear almost verbatim in Dust 2.

The ‘flat bomb site’ from the Dust 3 alpha was quite a terrible creation. It lacked anything that a good bomb site needed – cover and a variety of defensive and offensive strategies. Visually, it was just lacking. To recover from this, I needed to steal some elements from Dust. One way of creating a ‘realistic’ map is to include elements to which the player can relate to. To make Dust 3 feel right, I had to include elements from the map that did the groundwork beforehand. Consider:

Dust's CT ramp (notice the wall and crate) Dust's T ramp (notice the wall and crate)
Dust and Dust 2 share very similar spawn site layouts.

The ramp pictured above was always set in my mind as something that would definitely appear in Dust 3, but only in conjunction with the ‘L’ shaped wall alongside it. I personally think very highly of that ramp, although it really isn’t anything special.

Dust's T ramp (notice the wall) Dust 2's CT ramp (notice the wall)
Dust and Dust 2 also share similar ramp-to-underpass layouts.

Again, notice the similarity – two ramps which both head down into darkness. In Dust 3, the T’s would have started at the higher end of the ramp. This later changed to the CT’s in the underpass in Dust 2.

Create

I took several style risks in Dust 3. Firstly, there was the rock, and what was labelled as ‘detail’ at the time. As you can see in the image on the left (below), I added some debris just sitting in the space between the crates and the rock. I was very hesitant about this – I never put such detail into Dust and Dust 3 didn’t really need it. However, by taking the additional risk of breaking through the wall, I had to back it up with some evidence of activity. The debris was there to make the hole seem more appropriate.

'Detail' in CS 1.5's Dust 2 The Dust 2 staircase
Breaks from the norm – Dust 2 includes ‘detail’ and a staircase.

Not only that, but the crates were sitting nervously at awkward angles, as if the laws of physics had tumbled them around a little. Again, I was wary that this would break from the theme.

The staircase (pictured right) was also unnerving. Dust never had stairs of more than a couple of steps, and Dust 3 was set to have a circular staircase, and in a tight area too. However, I needed some passage between those two areas, and the staircase seemed to fit and provide some interesting conflict.

Conclusion

Once Cliffe heard of Dust 3, he seemed to be most interested – which is totally understandable – at the time Dust was the most played map of any game by a long shot. He provided some useful feedback, the primary changes being the movement of the enclosed bomb spot (previously in the centre of the map) to the T start (Dust 2’s CT start), moving the T’s to the CT start, and moving the CT’s into the underpass. They all turned out to be extremely well-informed decisions.

One problem was the name. As explained before, I never really thought that Dust 2 would be appropriate. If Dust 3 was going to be included in CS, I was told it had to be renamed to Dust 2. The primary reason was continuity, and to avoid many ‘what about Dust 2′ e-mails which would have flooded in. Ultimately I had to remind myself that Dust wasn’t mine anymore – it was my creation, yes, but it belonged to Counter-Strike. Dust 3 had to fit in with Counter-Strike, and the only way that would happen was by changing its name to Dust 2.

Dust 2 has done remarkably well. I never believed it would even compete with Dust for longer than a few weeks – but since then it has become preferred by many people. I thought maybe the name did it, and indeed that probably helps. Apparently though, it’s more fun to play than Dust is. It’s certainly different to Dust – it’s tighter and more interweaved – which I thought could be a negative aspect. However, despite my concerns, it did better than I could ever have anticipated.

Addendum: Modern Dust 2

Like Dust, Dust 2 is now a few years old, but has moved on from Counter-Strike and was graphically renovated in both Counter-Strike: Condition Zero and Counter-Strike: Source. The map has not changed a significant deal since Dust 2 has remained a staple map for serious competitions and events.

Counter-Strike: Condition Zero

Like Dust 1, this version of Dust 2 shares much in common with the original, and is largely based on the original brushwork. The map is notably more vivid and strong in its appearance, with an overall more colourful appearance helped by the additional detail. A few changes have been sneaked in, such as crate placement around bomb sites, but otherwise the map serves as a nicer updated version of the original.

Dust 2 in Condition Zero Dust 2 in Condition Zero
Dust 2 as it appears in Counter-Strike: Condition Zero.

This version was primarily worked on by Ritual, although some finishing touches were added by Valve just before release of the game.

Counter-Strike: Source

This represents how Dust 2 looks today. This Dust features a whole host of improvements, from the improved skybox (it really does feel like the middle of a desert now), improved building structures, additional detail, village clutter, as well as slight changes in the layout of the bombsites to improve the game.

Dust 2 in Counter-Strike: Source Dust 2 in Counter-Strike: Source
Dust 2 as it appears in Counter-Strike: Source.

This renovation of Dust 2 was done at Valve following the renovation of the original Dust.

Conclusion 2

To this day I am still amazed that such a simple map could go as far as it has, but a lot of people have helped along the way from Jess Cliffe and Chris Ashton at the very beginning, through to Brian Martel, Richard Gray, Kristen Perry, Ido Magal, and a whole plethora of other behind-the-scenes workers. I haven’t touched the map for several years now, and it keeps marching on.

At any point in time, Dust 2 is host to around 30,000 players, around 15% of all online gamers (source). Combined with the original Dust, this accounts 20% – 1 in 5 of all players currently playing any online FPS.

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Akira’s Pistol Guide

Posted by toeandno on August 11, 2007

Intro

This is a guide to using pistols successfully on CS:S. Most of this is common sense and the rest is dispelling myths so that you feel comfortable and confidant with one in your hand. This guide will be specific only for five-seven and compact, others will be mentioned, and slagged off.

In one month of using pistols only, and I mean only pistols (5-7 and compact), I got to 9th rank on the Wildcards server, defended bombsites on my own, rushed with my team and picked off awpers and scouters.

How I was introduced to pistols

A while ago my favourite weapon was the M4 rifle. Nice big gun, has a silencer for increased accuracy or without for more of a punch. If I never had money I would buy either P90 or Deagle. As T’s it was the AK47 or the Defender (which is highly underrated).

It was only until I started playing gun games that I started to appreciate how good some pistols could be.

I hate glock, everything about it feels naff, even a shot to the head from it feels better than it feels in your hand and that’s because if a shot hit your head you wouldn’t feel too bad.

I noticed that I always did well with the five-seven, found it quite easy compared to the other pistols and after a while I thought I would try it out in proper games.

Advantages of pistol

• Cheap- You can buy a five-seven or a compact on any round straight off, and nearly always with armour and nades etc, when you press ‘re-buy’. In most games I’m running around with $16000 cos I don’t need to spend much money.

• Accurate- The five-seven is very accurate. Compact is probably slightly less accurate but you can fire off a couple more rounds in the same time so you should still hit as many times in a panic situation.

• Can fire a quick succession of bullets with less recoil than a rifle.- Fire off 5 quick shots from a five-seven or a compact and they will be more accurate than holding down your mouse button and firing 5 from a rifle. Sometimes people will be running across me at a bit of a distance and I’ll pop them off with a head shot. They will complain but what they don’t realise is that a lot of the time I have fired 5 quick shots to hit them once or twice. Running round a corner and coming face-to-face with a rifle, I sometimes win because I have hit them 5 times very quickly and they have hit me once or twice and missed with the other shots.

• Do well with it and you stand out more, lol- People mostly know me for using a pistol. If I did just as well with any weapon then I wouldn’t stand out so much as I’m not that great, its only the fact that I’ve got a piddly looking weapon in my hand that people remember me when I pop them off.

Disadvantages

• Doesn’t always pack as much punch as the bigger guns.- This isn’t always the case but most of the time a shot from a pistol will do less damage than one from a rifle. This is balanced off by the high accuracy and the less recoil when firing quickly.

• May have to reload more often than with a rifle.- The five-seven comes with 20 rounds in a mag, meaning that if you storm a bombsite then you have enough to kill up to 4 people before you start hearing an empty chamber. The compact comes with 13 and means that you can pwn 2 people in general before needing to reload. In general this is ok because I always reload after firing, the only time it really matters is when you are being attacked by several people at once and don’t have time or a hiding place to reload.

• Can be tricky killing from afar if that person can see you- ok, so you’re on Dust 2 defending bombsite A and you see a T at long just near the ramp/ditch. Now, if he sees you and has an AK/M4 or scout/AWP, chances are that you wont last long. You may hit him, even several times but at that distance it wont knock enough off in time before he lines up his crosshair with your noggin and gives you a lobotomy.

Tactics for using pistols

A lot of the following info is not only common sense and well known, but should be applied to most of the weapons in CS:S.

Aim for the head or just below. Seems obvious but we all probably start shooting at someone as soon as the crosshair is anywhere near the enemy. Its quite scary waiting that extra half a second to line up a more accurate shot whilst the enemy is spraying away. A lot of people say to aim below the head so that the recoil will hit the head after one or two shots. With the five-seven and compact you can get away with aiming just for the head and firing twice or three times.

Related to that is the next tip of trying to aim at head height whilst running around the map. Again all weapons should be used in this way, apart from Awps which kill anyone without the need to shoot, lol, well not quite. When running down a corridor estimate head height, if someone runs past fire off 3 quick shots, you should hit them. When running outside and you look at a window, don’t just aim in the general direction of it, aim for where someone’s noggin would be should they pop up. That way you don’t waste time lining their head up in your crosshairs.

Know your limits. As I said earlier, it is very difficult to kill someone from a distance if they can see you, so don’t even attempt it. If they cannot see you then go ahead and set up your crosshairs and fire one shot every second or two very quick shots, wait a second and two more. The little bit of recoil is exaggerated more over long distances. If they cannot see you then you have time to do this but if they see you before you fire a shot, hide and wait for a better opportunity.

Have something to back you up. I find this is definitely need with the compact sometimes due to it only having 13 rounds. Have your knife at the ready if you plan on rushing. This way you can run towards them whilst firing and if they happen to be alive still when you’re next to them, you can switch to knife and finish them off, though a burns victim is generally better at knifing than me. I suck. If you are guarding a bombsite or some hostages a flash is good to have so that you can gain a bigger advantage. A nade is good if lobbed first and then you rush with your pistol.

Turn auto pick-up off. Nothing worse than being determined to only use a pistol, running over a rifle and then seeing an enemy. I always end up getting shot because I’m switching to pistol when I should just use the weapon I have, lol. Also, is there anyway that I can turn off the way that a rifle is selected after lobbing a nade or flash? I want to flash a room and storm in with some five-seven pwnage and when the flash is thrown I have a rifle in my hands.

Give it time. You may be used to all the advantages of your favourite weapon that you only notice the cons of using a pistol. You will probably play worse than usual as well and may get fed up but if you stick with it then you will improve.

Don’t be afraid. Ok so you’ve got a really small gun in your hands, that doesn’t mean that you cannot rush, it doesn’t mean you cannot defend a bomb site on your own. Just get in there and show them who’s boss

Give it a try and if anyone has any decent tactics for using pistols then let me know, lol.

Akira [-CSG-]

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Akira-A Brief History Part 2

Posted by toeandno on August 11, 2007

So then I was a part of STD, SiTDown biatch!!!

Duke was the clan leader a proper decent guy with a proper decent aim, especially with a deagle, nab. Quickly got to know the other lads in the clan, hung out on Vent with them a lot and played matches and pubs. My pistol whoring made me infamous but now that I would be playing more matches I knew eventually I would have to start using weapons that needed more than one hand to operate, i.e. noob weapons! Lol.

Started hanging out on U75’s server, lots of custom maps and skins there, nice regulars, mainly the army of STD members and a cool ranking system. Decided to carry on my pistol express for a while, break myself into the server. Eventually, after a lot of clips and a lot of sneaking, I made it to 4th place which was quite good for me, especially as compact and 5-7 where still my main weapons.

We signed up to clanbase and then eventually CAL. Clanbase was fairly easy, always got good results, but CAL is another matter, lol. First match was to be on Strike. Me, Duke and Rem spent a couple of hours late at night the previous day going through tactics and places to hold etc. We march onto the server, our first really decent league, tough opponents and win our first 3 rounds as Ts. Awesome! At this point I’m thinking ‘either we’re really good, or its just way easier as Ts’. The rest of the match confirmed that it was in fact secret option number 3: We were just lucky that round, they raped us the rest, Ts is definitely not easier, we managed to get pwned whichever side we were on, rofl. But still, we enjoyed it. Nobody seemed dodgy, they were just really good, and I mean REALLY good. This didnt put us off though, we bravely decided to turn up every week, lube in hand, ready for our weekly rapage. We did manage to win some matches though, winning by default may not convey honour and respect to our fellow league members but a win is a win….somehow.

We would get regular scrims in STD, usually 4 or 5 an evening, with mixed results. NEVER play Germans, lol, it seems to be a common theme that every German clan I play has dodgy players on.

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