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February 08, 2016, 08:01:46 am
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News: Zombie Master 2

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1  Other / Games / Re: Random Games Discussion on: January 30, 2016, 01:24:15 pm
Another settlement needs our help, I've marked its location on the map for you.
...and then the quest marker to the settler in distress leads to a corpse that has been rotting away for the last 10 hours of you playing the game.
2  Other / Games / Re: Oculus Rift on: January 14, 2016, 10:41:00 pm
Yeah, the required specs are pretty high, you can buy an Oculus ready pc (including the Rift) via the Oculus store soon for about 1500$
Boy I wonder what the price plus shipping is gonna be for Europe.
3  Other / Games / Re: Random Games Discussion on: January 06, 2016, 08:41:47 am
Witcher 3.
4  Other / Off-topic / Re: New Miscellanous Thread Because Boler Ruined The Last One on: January 05, 2016, 06:30:37 pm
Come on guys, we can keep this forum limping for another year.
Don't you meant "shambling" ?
I dunno let's do like a forum game or some shit
Or an organized ZM forum ZM game event!
Who am I kidding, 99% of forum people probably haven't played ZM in more than a year... or several years ;_;
5  Other / Off-topic / Re: Current Events Thread on: November 25, 2015, 06:07:43 pm
these forums are a wasteland
I see what you did there.
Now these forums are just as dead as the mod Sad
Anybody wanna play some ZM on the weekend?
6  Other / Off-topic / Re: y halo thar on: August 22, 2015, 06:30:08 am
Your face is a hatred of 14+ years!
Let the anger flow through you!
This hatred can never die!
7  Zombie Master / Release and WIP / [RELEASE] zm_luckee_scrapyard_b3 on: August 14, 2015, 07:41:15 am
Maybe you shouldn't have chosen the cheapest, seediest motel to stay overnight during your roadtrip.


  • Find the motel's master key and get to the gas station.
  • Grab more keys, and get explosives.
  • Fuel up the army truck.
  • Place the explosives at the center of the bridge and get to the bridge's far side.
Zombie Master:

  • Kill them all or destroy the gas station while the truck is fueling up.
  • Destroying the gas station requires you to break 2 out of the 3 columns supporting the station's roof.

The first version seemed to be crashing clients for some reason. I suspect the giant visleaf full of wrecked car props bein the culprit, so I split that area up a little. As the crashes only happened when playing on dedicated servers and I haven't been able to test the map online yet, I can't confirm whether I managed to fix the problem or not.

8  Zombie Master / General Discussion / Re: Zombie Master 2 Twitch Stream on: August 13, 2015, 09:16:50 am
Such bullshiz I went to play zm2 and there isnt even any servers up. i guess this mod has died Cry
There are 2 servers up (not that anybody plays on them).
9  Zombie Master / General Discussion / Re: Public servers on: July 30, 2015, 01:58:43 pm
You might catch a few people on ZM from time to time, with ZM2 I fear you won't.
10  Zombie Master / Release and WIP / Re: [RELEASE + WIP] - zm_deep_annihilation_a1 on: July 24, 2015, 08:16:07 am
Hey there, I took the liberty of decompiling your map to have a look at the technical side of it. Here are issues I found so far:

When I first tried to compile the map, I got an error saying that a func_areaportal can only be tied to one brush, but when I selected the map's func_areaportal from the entity list no brushes at all seemed to have been selected. That error caused the map not to compile at all for me until I "deleted" the untraceable areaportal.
While using the Player Clip texture on the outside faces of world geometry brushes like you did doesn't seem to be a problem per se, imho if it is used on nearly every outside face and there are other translucent tool textures visible through it, the visual glitches in the hammer 3D view might make it hard to build your level.

The roof of the southern section of the map is a func_detail, therefore not sealing the map. The same goes for the small box-shaped sections above the map that the doors open into which are also func_detail, causing more leaks.
Some of the world brushes seem to be off-grid, which probably is the reason for even more leaks after fixing the previous leaks (I tried turning all func_detail into world brushes rather than finding all the func_detail entities that should be world brushes. But then the props just leak straight through some off-grid brushes. When I replaced one of the brushes, another entity would leak through some other off-grid brush somewhere else so I gave up after some floors.)
Did you use the snap to grid function of Hammer? I'd highly recommend that.

You put a GIANT trigger_hurt (approx. 10.000*5.700*800 units) around your whole map which might be one of the reasons why it crashes in multiplayer, afaik such giant triggers tend to cause problems. You could get around this by using smaller triggers that give the players targetnames when they spawn/enter specific areas of the map (OnStartTouch !activator AddOutput targetname *yourtargetnamehere* [the "targetname *yourtargetnamehere*" part goes into the Parameter Override field of the output tab]) and then add an output " *yourtargetname* SetHealth 0 " rather than enabling the giant trigger.

I think the biggest issue overall is that you should try not to turn brushes that should seal the map into func_detail and use the snap to grid option in order to tidy up your brushwork.
Sorry if I sounded rude but I'm just trying to help. I definitely appreciate your effort of mapping for ZM but I'd suggest fixing your maps if you want people to actually play them.

11  Zombie Master / Release and WIP / Re: [WIP] Diamond Shoals 2 on: July 13, 2015, 01:36:23 pm
Is it OK to admit that I am jealous about how good these screenshots look? FINISH IT smile
12  Zombie Master / Release and WIP / Re: [Release] zm_fairgrounds on: July 04, 2015, 08:18:15 pm
Yeah I agree with the damage of the rides being fine now. Bumper cars can easily be passed, and the carousel can be survived with taking a few hits,too.
Ending doesn't seem especially long to me.
PLEASE don't add platform jumping to the boss.
Dunno about the underwater thing, haven't played the map enough to judge.
What I agree on are the railing clips, but I seem to be SOL here.
All in all I think it's a nice map.
13  Zombie Master / Release and WIP / Re: [RELEASE] - zm_deep_faces_2 on: July 02, 2015, 01:34:27 pm
Dude did you not put any cubemaps in this map? According to my google-fu that might be why pakrat and packbsp shit themselves. Add at least one cubemap, build it and then try packing stuff. smile
14  Other / Off-topic / Re: New Miscellanous Thread Because Boler Ruined The Last One on: May 02, 2015, 07:33:26 am
That article is probably more relevant to videogames as 99% of their other shit.
15  Other / Off-topic / Re: Current Events Thread on: April 28, 2015, 09:33:27 am
Woop woop paid mods are gone. Thanks Valve and Bethesda, for listening to the community.
Imho if you really want to support a modder, you can always donate to them.
16  Zombie Master / ZM Community Support / Re: At a complete loss for words on: April 20, 2015, 06:27:42 am
I Must admit I've never heard of that error. My only suggestion is to use the Cordon tool (https://developer.valvesoftware.com/wiki/Hammer_Cordon_Usage) and try to find the area the error is in. Note that you have to have an info_player_deathmatch entity in the part of the map you are compiling.
17  Other / Off-topic / Re: New Miscellanous Thread Because Boler Ruined The Last One on: April 18, 2015, 10:28:57 pm
18  Zombie Master / ZM Community Support / Re: At a complete loss for words on: April 16, 2015, 06:17:48 am
I used carve quite a bit
Never gets old: <a href="http://www.youtube.com/watch?v=xh9Kr2iO4XI" target="_blank">http://www.youtube.com/watch?v=xh9Kr2iO4XI</a>
And don't forget: "you need a very good computer to use hammer because it crashes a lot"
19  Zombie Master / ZM Community Support / Re: At a complete loss for words on: April 15, 2015, 06:09:01 am
I am currently working on my new map, and so far I am starting to see the bad side of Hammer and even see something that apparently isn't possible. The way I have decided to create my maps is by laying the level out and then put in the details, weapons and whatnot in later. But dear god, when I got a near finished version of the layout done, the first half a tunnel you spawn in disappears. Mind you this was before any leaks were actually addressed, which according to the compiler, there were absolutely no leaks through the whole process. So when I get a practically finished version of the map going, it won't compile, the map is starting to address ONE leak at a time, rather than bring them up all at once in the compile log.

The odd part is after fixing all the leaks, I am still getting compile errors for holes that don't even exist. By which I mean a pointfile line just goes straight up into the ceiling rather than actually going down a path where there really is a hole (And I checked the ceiling, there are no holes whatsoever). Then the biggest "Oh no, whats happening" moment came up when I saw in the compile log "Entity ambient_generic (-2762.00 31.60 19.84) leaked!". I asked someone if that can even happen, and apparently it shouldn't. So by that point after seeing that, I just had to come on here and mention all of this. Its weird, I expected to have problems like this in my first map (Deep Truth), but I never had any real issues except for the very beginning and near the end of its creation. I am just at a complete loss for words at this point.
For the first problem: It might be that the origin point of some of your brush entities got left in its original position when you moved them, and is outside the map despite the actual brush being inside. Just select all your entities and go to Tools->Center Origins (this might be problematic if you have stuff like func_door_rotating where you edited the origin to set the rotation axis). And I don't see why an ambient_generic entity would not be able to cause a leak if it is outside the map?
20  Zombie Master / Release and WIP / Re: [RELEASE+WIP] zm_koolaid_b1 on: April 10, 2015, 03:12:52 pm
Includes above fixes.
And a radio with a song adequate for the map name.
Oh yeah that one room with the rifle is now accessible.
2nd spamblershawn might be a little too close to the welding objective, but the added physics props for barricading might even that out, will need some testing with players.

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