Quick Update & CSPromod Aim Map Serieschibsquad
Hello Everyone,
First, I wanted to say thanks to all of you for
being patient as we continue to work on our much-anticipated Beta 1.04
version. Over the past few months since the release of our new website,
we've continued to make great progress on Beta 1.04, and you guys have
been able to follow some of this progress on our developer logs here at
CSPromod.com. For those who haven't kept up with the logs, I'll give
you a brief update on our release status:
Right now,
gameplay-wise, we think that we're just about ready for a release.
Thanks to countless hours of play time on the part of our beta testing
team, and much tweaking by mizzack and doublethink, we feel very good
about the feel of the game; its gun behavior, movement, interface, and
other mechanics are all (while not perfect) certainly release-worthy at
this point. However, before we actually do release, we want to hammer
out the lingering issue of player models and animations. As many of you
know, the CS 1.6 player model's size and viewheight, as well as its
movement and headshot animations, combine to play a crucial role in
defining the feel of 1.6 that so many of us know and love. While we
have completed development of custom, resized player models, we aren't
quite finished with the animations yet. We'd like to finish those, and
get the resized models (with fixed viewheights) into the game, before
releasing Beta 1.04.
We're currently happy with the pace of the
progress being made on the player model animations, so we'll most
likely wait until those are done to release Beta 1.04. However, at the
same time, we don't want to keep you guys waiting unnecessarily. So
there's a small chance that, if the animating work drags out, we'll
release Beta 1.04 without the model changes, and add those fixes later
in Beta 1.05. However, the plan for now is to release Beta 1.04 when
the models are ready.
With that quick update out of the way, I'm
happy to be able to update you all on an exciting new development from
our mapping department. Recently, our Head Mapper Ted "Cashed" McIlwain
finished his final touches on our five official competition maps:
csp_dust2, csp_inferno, csp_nuke, csp_season, and csp_train. This is
obviously great news because it means that our maps are all
release-worthy, but it's also exciting because it's now allowed us to
now focus on another mapping-related goal of CSPromod: to provide the
community with an official package of useful, well thought-out aim maps.
So,
over the past few weeks, under the watchful eye of Cashed, our Art
Director Ludovic "alba" Slangen has teamed up with mappers "S!rk" and
"Redstar," and begun work on the CSPromod Aim Map Series, which will
(initially) include five official aim maps:
csp_aim_arena: A
complete remake/reimagination of aim_ak_map, designed to act as
practice yard for any buyable weapon (not including grenades and the
AWP).
csp_aim_pistol: Another original CSPromod aim map, created specifically for pistol training.
csp_aim_map: A CSPromod remake of the community-favorite aim_map from CS 1.6.
csp_aim_akcolt: A CSPromod remake of the long beloved aim_ak-colt from CS 1.6.
csp_aim_awp: Another original CSPromod aim map, created specifically for AWP practice.
Finishing
and releasing the CSPromod Aim Map Series will be the next
mapping-related objective for our development team. We're currently
fairly early in the process of creating the CSP aim maps, but progress
is moving quite quickly on this particular item, so we're already able
to provide you with some media (see below).
We'll make sure to
update you guys as soon as we have more information about the aim maps
and/or, of course, a release date for Beta 1.04.
Thanks,
Alex Garfield
Project Director, CSPromod
CSPromod Aim Map Series Screenshots:
CSPromod Aim Map Series Concept Art: