CS 1.6 Classic Maps in KZMod [W.I.P]
I'm trying to convert 1.6 classic maps to kzmod. I think trickjumpers will like them :D
Progress:
kztag_rooftops FINISHED!
Download https://www.dropbox.com/s/zp4do1y5uasty7n/kztag_rooftops.rar
kz_tj_dust2 FINISHED!
(1/31/2014)
http://imgur.com/IQiQpFs
http://imgur.com/1HEixs1
http://imgur.com/5dojKM9
http://imgur.com/KDu9iqT
http://imgur.com/Wy0Q0D4
(2/1/2014)
http://imgur.com/4W6EpnI
http://imgur.com/uRjhj32
http://imgur.com/8mdSE1E
http://imgur.com/pHNp2Mm
(2/2/2014)
http://imgur.com/54IEvbn
http://imgur.com/1ev0Kcv
http://imgur.com/O8Nw2d8
http://imgur.com/MnX5mqj
http://imgur.com/w8W9EZC
http://imgur.com/n71UAtB
http://imgur.com/jOEPNds
Download https://www.dropbox.com/s/chxroadz3x5ddca/kz_tj_dust2.rar
kz_tj_dust2_source FINISHED!
(2/7/2014)
http://imgur.com/fXt1i0L
http://imgur.com/UNswp2L
http://imgur.com/ANv5xmr
http://imgur.com/ieCnIRV
http://imgur.com/1H8OrmN
http://imgur.com/ksxz3Mq
http://imgur.com/ha7A0P1
http://imgur.com/T7IGp90
http://imgur.com/Y6eZuUm
Download https://www.dropbox.com/s/er98tdzpn2a2ze4/kz_tj_dust2_source.rar
kz_tj_nuke Work in progress!
(2/3/2014)
http://imgur.com/EpunMT3
http://imgur.com/6UfFCx8
http://imgur.com/kWT031u
http://imgur.com/02BPU2j
http://imgur.com/ZGRTT5M
http://imgur.com/KkvoFs8
BIG THANKS TO SOULFATHER!
Hey, great initiative, really!
Also, your links don't work properly, please fix them.
Edited
Sorry but...where are the shadows or...any light at all? Because so far looks worse than 1.6 version.
it looks like 1.6 map.. :D
Good initiative, keep it up!
good work, I would love to see more 1.6 ports. They look fine is this light thing snoop is talking about some stupid thing mappers worry about instead of making good maps without terrible shortcuts?
Sn00p, it is a WIP.
I told him it's best to work out all the problems in the conversion process before worrying about the lighting.
It makes compiles short during testing and once everything is ok, to then do compiles with RAD towards the end. It good mapping procedure.
As a fun idea, the maps from CS standard selection could also be compiled as Tag Arena maps :D
What is the reason for converting these old classic maps to kzmod, if you can use cs:source's versions of them?
Still to make tj's in kzmod u need all the wpn's what 1.6 have, or wpn's with same maxspeed.
Because they aren't the 1.6 versions that everyone actually loves more :D
Just a guess. This was requested alot back on kzmod.com. No one took the initiative to do it tho until Nokkan.
Cool :)
Very good initiative from u Nokkan. Nice to see ppl helping for mod ,keep it up! :D
Originally posted by SoUlFaThErBecause they aren't the 1.6 versions that everyone actually loves more :D
Just a guess. This was requested alot back on kzmod.com. No one took the initiative to do it tho until Nokkan.
And what will be the point of playing kzmod if we have absolutely the same maps that we've already have in 1.6? In my opinion, the main advantage of this mod is in its graphic quality, so maybe it would be better to rework CS:S maps instead of that porting? (I mean, to change distances between objects which are not equal with 1.6 ones, f.e. between cars on de_train etc., for trickjumpers)
Added new pics. Bombsites are now fixed
http://imgur.com/4W6EpnI
http://imgur.com/uRjhj32
http://imgur.com/8mdSE1E
http://imgur.com/pHNp2Mm
Everyone requests the 1.6 version and as you read the comments here, it seems to be generally appreciated.
If Nokkan wants to port the 1.6 ones, let him. :D
If you want the CS:S ones, do it they may also be appreciated. that may get the CSS guys interested into coming back to XJ where all the action already is anyway.
I think you never played KZmod if all you noticed was better graphics? just curious because...you are very wrong!
nice
Added new pictures
http://imgur.com/54IEvbn
http://imgur.com/1ev0Kcv
http://imgur.com/O8Nw2d8
http://imgur.com/MnX5mqj
http://imgur.com/w8W9EZC
http://imgur.com/n71UAtB
http://imgur.com/jOEPNds
after all de_ maps you need to make awp_rooftops, for standart hns mod like 1.6 =]
I think porting the source maps would be a good idea too, since they will have fresh trickjumps.
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