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1  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.

2  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
3  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.
4  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
5  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.
6  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.
7  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.
8  Other / Off-topic / Re: New Miscellanous Thread Because Boler Ruined The Last One on: April 18, 2015, 10:28:57 pm
9  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"
10  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?
11  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.

12  Zombie Master / Custom Content / Re: Deep Truth: The first in a four part series on: April 06, 2015, 09:40:11 pm
Either I am not good at it or Hammer hates me, because vis_leaves just won't work for the life of me.
Have you checked the map for leaks? Map->Load pointfile (after having compiled the map, of course)
Afaik having a leak can fuck with vvis optimization.
If there is a file named *mapname*.lin you have a leak and should load that file, as it shows you a red line starting at the leaking entitiy's origin and leading into the void, which means the leak is along that line.
13  Zombie Master / Release and WIP / Re: [RELEASE] zm_radiation_b1 on: April 04, 2015, 02:25:53 pm
Updated with version b2!

For the sake of completeness I thought I'd conglomerate our thoughts so far in one post:

- Weapons for everyone at the start
- Make objective items remove when they're done with
- I'm sure you'll come up with something for the parenting bug, like just giving a hint text when you receive a mask and playing clipping people without out of the area, or just spam them with a hint text when they go in.
Figured out a way thanks to Muob, done.
- The spawn after the ladder which is after the gas valve shoudl be removed entirely.
Not removed, but it is available for a shorter time plus the survivors now have more explosive barrels.
- The pit fall trap in the room with Kleiner should have a clip on it to stop the chainsaw falling through.
- I never got to use it but I'm under the impression that there is an invisible hulk trap on the reactor ramp. Really? Really?
Yes, really. Just run past it.
- The valve needs more helpful indication of when It's open and when it's not, like a small green/red light or something. The zombies are supposed to close it when they get close are they not? Because one time the ZM had it covered with shamblers and it still stayed open. It it possible for players to close it accidentally?
As I told you, the valve auto-closes after not being held open for a while. I added a screen to the reactor room showing the current status (open/closed) of the valve.

As always, thanks for the feedback.
14  Zombie Master / Release and WIP / [RELEASE+WIP] zm_sexshop_b2 on: April 02, 2015, 03:26:43 pm
It's a port of a map I originally made for ZM2 but since ZM2 is not even undead anymore at this point, I decided to bring it to ZM.
The latest nasty sex toy by ZM Industries has gone too far.
Combining real dead bodies and dark magic probably was not a good idea.
Now the whole city's fucked up and you gotta clean up the mess.
1.Get a fire extinguisher and put out the fires at the shop's exit.
2.Find 4 propane canisters and place them in the front part of the dildomobile!
3.Head upstream through the canals.
4.Find a way to the button that floods the drain.
You will need to get a blowtorch to open the metal cover on the vent.
Hack the cargo controls to gain access to the tool container.
5.Find a keycard to access the gooey green room.
6.Override the pipe controls to blo it all up.
7.ESCAPE (and kill whatever stands in your way.)



Thanks to:
Hip Shot and Burnfingers on gamebanana for the skybox.
Skull Boy for not giving up on ZM mapping.
The remainders of ZOMSU for reviving their ZM server.
Mehis for providing a testing server for the original ZM2 version.
15  Zombie Master / Release and WIP / Re: [RELEASE+WIP] zm_koolaid_b1 on: March 31, 2015, 08:34:49 pm
-Fade from black at the beginning has a flash beforehand and so lacks effectiveness.
Fixed with black brush boxes.
-The sparky banshee is racist against Mudgers. Find out why.
Maybe adding even more HP works, only testing will tell.
-The gates can, and do, kill people.
I am not sure about changing this, I want to discourage people from trying to block them.
-Gaps in the hedge maze, mostly where different floors meet. Also one on the start of the left hand hedge when you are leaving the maze (plus some others)
Floors should be fixed, as should be the hedge part you mentioned.
-Stretchy stretchy textures.
Blame the displacements. I ain't gonna waste hours on manually fixing that stuff. If ZM2 were alive, I could ahve used $seamless_scale and there wouldn't have been any stretching.
-Key should destroy after use.
Done. No more sad people who think they jsut solved the objective while they are lagging behind everybody else.
-Trap to open the doors to the hacking room needs changing so the doors open properly and the trap disables afterwards.
Should be fixed now. They unlock themselves after being fully closed, and also after the hacking is done.
-The sound for the hacking doesn’t play correctly. Neither do some other sounds I can’t remember.
Hacking+Gate sounds fixed by using the irect .wav sound name and not the list name.
-Better noding, particularly in the hacking area.
Put NPC clips with ramps over the beds and added some more nodes so hopefully zombie navigation should be better now.
-Trap in the torture room? That room could also use a little embellishment.
You get what you ask for. And it burns.
-Should be able to spawn zombies from both directions at the end, with only one of the spawns being buyable.
Added a 2nd free shambler spawn
-The welding may need to be shorter. Also, it’s very hard to see the individual gas sprays turning off, which is a shame.
Yeah upped the tracktrain speed. Also made the gas leaks more opaque.
-Final room is a bit bland.
To be done. Maybe I'll make it bigger, and also add access to the teaser room with the rifle and the body.
(Also: Boradcoast)
Ya ya ya. I was tired from mapping and in a hurry. Shush
16  Zombie Master / Release and WIP / [RELEASE+WIP] zm_koolaid_b2 on: March 30, 2015, 11:07:22 pm
Topic for Mudger to write pages of criticism in. Pics will follow.





You followed a priest's radio broadcast promising shelter from the undead hordes in his church.
As you arrive at the church compound, you hear a crashing noise from the bridge behind you.


Find a key in the hedge maze.
Turn on the generator to get power in the church.
Hack the PC to open the security door.
Get a blowtorch and repair the door hydraulics system.

Zombie Master:
Kill them all.

EDIT:Updated with a few screenshots.And removed boradcoast. Yeah I realize it looks kinda bland in some areas but I might add more detail in later versions. UPDATED WITH b2
17  Zombie Master / Custom Content / Re: Deep Truth: The first in a four part series on: March 30, 2015, 06:46:41 pm
If the pakrat version is being odd, I'll take it down for now and fix it up. It might have been because the directory for the sound files were not very specific and I added zombie_master/ on the front of them, so they may have been affected because of that, apologies since its my first time using a program like that.
Yeah you shouldn't have added zombie_master to the path. The "start point" is always the mod/game folder (in this case the zombie_master folder), you only have to add the path going from there (sounds/music in this case).
Personally, I keep a separate ZM installation with all my custom files so I can test the packed map file with the default installation to see if the custom stuff works.
18  Zombie Master / Custom Content / Re: Deep Truth: The first in a four part series on: March 30, 2015, 06:47:39 am
Had a quick look at it, for a first map it seems pretty decent overall smile
(not fullbright, no leaks  Wink )

The voiceover for the objectives is a nice touch!
It would be better to use pakrat to pack the soundfiles directly into the .bsp file for future versions of the map, though. It's really simple to use, just start pakrat and open your map with it. Then click the "Add" button. In your case, you can just choose the "music" folder you created and it will add all the files in it. Then you have to edit the entries for those files, and fix the path to "sound/music" for each of the files you just added. Then safe the map.

Here's just a some tips for the map itself:
You might want to tie more  of the smaller brushes like stairs to func_detail (of course only if they do not seal your map). Also, for the future, you might want to keep the actual world geometry more simple and add the details like arches as func_detail, it's better for map optimization. And keeping your brushes on-grid makes everything easier! (In case you didn't know: You can get a smaller grid than the default one by clicking the button on the map view toolbar: https://developer.valvesoftware.com/wiki/Hammer_Map_View_Toolbar  Shush)

You could also add some func_areaportal entities ( https://developer.valvesoftware.com/wiki/Func_areaportal ) in some places so only parts of the maps you can actually see from your current location are rendered.

Please add some cubemaps for reflections. (and build them ingame after compiling your map accordingly to https://developer.valvesoftware.com/wiki/Cubemaps#Building )

More detail overall would be nice, but as this is a first release I guess that is on the to-do-list for future updates.

Can't say anything about balance yet as I only tested it by myself.

PS: ZM uses info_player_deathmatch and not info_player_start for player starts, but as the bots I added didn't commit group suicide it seems to work with info_player_start, too. ZM just complains about it in the console.
Oh yeah and I am not sure whether my ZM install is acting up or if it is your map's fault, but my game crashes quite often at the first round start on your map.
19  Zombie Master / Custom Content / Re: Deep Truth: The first in a four part series on: March 29, 2015, 10:39:21 am
Great to see somebody still mapping ye good ole ZM! What do you mean by

Technical heads up: While there are voices in the map, the only way I was able to put them in was putting them in the music folder, so if I need to post the clips along with the .bsp, then by all means please mention it.

Do the sound files not work when you pack them into the map with e.g. pakrat or packbsp?
(In case you didn't know: You can pack custom files directly into your map .bsp file with programs like the mentioned ones)
20  Zombie Master / ZM Community Support / Re: Info nodes and final parts for a map on: March 19, 2015, 07:44:01 am
You basically just need to place a mesh of info_nodes so the zombies can navigate. The nodes get linked together automaticlly (green lines in this screenshot) and those links are basically the navigation options the zombies have.

Without that nodegraph the AI can only move really short distances as it doesn't know how it can reach the point you order it to go.
You might also want to use some info_node_hint in some places like narrow doorways to add Entrance / Exit Pinch hints for them.
You can use the console command ai_show_connect ingame to see your map's nodegraph.
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