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News: Zombie Master 2

Zombie Master  |  Zombie Master  |  Custom Content  |  Release and WIP  |  Topic: [Cancelled until further notice][WIP] zm_refuge « previous next »
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Author Topic: [Cancelled until further notice][WIP] zm_refuge  (Read 5513 times)
Devil Mudger
Poster

Posts: 216


Bah Humbug


« Reply #20 on: June 13, 2011, 12:48:35 pm »

Definitely duller/dirtier.

www.ZombieSurvivalists.com - ZomSu
ZombieSurvivalists.com | No Upgrades | United Kingdom  -  213.5.180.85:27015
Scrap.est
Poster

Posts: 7063


Gigglfarting


« Reply #21 on: June 13, 2011, 01:25:20 pm »

I was trying to edit photos for custom textures. Does this texture stick out too much? Should I make it duller/dirtier?
God damn you. As soon as you say "Don't think about the elephant" people will think about the elephant.

Just because you mentioned the texture sticking out it started feeling out of place.

The faster they fester the quicker they muster.
dude I am in the gifted program. I am probably more intelligent than you hell I am more intelligent than you. Come one you and 90% of the ZM forum are trolls
Dissident
Poster

Posts: 140


Manic.


« Reply #22 on: June 15, 2011, 08:32:01 am »

I must be the slowest mapper ever, ah well. Have some screenshots.

First up, the drain. Oooooh, dramatic.



//Rest of screenshots moved to 1st post.

I hope the screenshots so far have pleased those browsing this mostly abandoned section of the forums. So far I've barely completed any significant portion of the planned end map, so it'll be in the works for some time to come.

« Last Edit: July 03, 2011, 09:17:03 pm by Dissident »
Marauder8
Build Tester
*
Posts: 4790


« Reply #23 on: June 15, 2011, 10:30:10 am »

This map is beautiful. Citizen better step up his game!

Quote from: Worbat
THIS RAINCOAT IS FROM THE DEVIL
Dissident
Poster

Posts: 140


Manic.


« Reply #24 on: June 18, 2011, 06:44:36 am »

Another few screenshots. Work has been slow as I've just been amusing myself by messing about with things.



Lastly, the bird's eye view. I guess I should've shown one earlier.


//Rest of screenshots moved to 1st post.

« Last Edit: July 03, 2011, 09:20:35 pm by Dissident »
Skull_Boy
Poster

Posts: 232

I'm in space.


« Reply #25 on: June 21, 2011, 10:51:46 am »

Very nice. I see you added a lot of details everywhere. A lot better than Resilence Awakening (Why did you make another Zm acc if you already have one?)

And I don't think that you're the slowest mapper ever. (It could be me O_O, I get very lazy sometimes.) So how long did it take you to make this much of the map? Whats the progress of the map?
Dissident
Poster

Posts: 140


Manic.


« Reply #26 on: June 21, 2011, 08:22:53 pm »

I'm not too sure about the exact time it has taken so far, since I just add to it now and then and sometimes neglect it for a week. As for progress, this is pretty much the spawn area.
Dissident
Poster

Posts: 140


Manic.


« Reply #27 on: July 01, 2011, 09:54:39 pm »

Sunset and dust.


If anyone has any ideas on how to make the map look better, I'd be grateful to hear from them.
« Last Edit: July 01, 2011, 09:56:37 pm by Dissident »
Skull_Boy
Poster

Posts: 232

I'm in space.


« Reply #28 on: July 02, 2011, 07:33:01 am »

Dusk*

It looks awesome thought.
Dissident
Poster

Posts: 140


Manic.


« Reply #29 on: July 02, 2011, 09:17:18 am »

It's dust, because there's dust blowing around in the wind :D, thanks anyway. I'm still trying to decide on a time of day for the lighting of the map, always open to new ideas.
« Last Edit: July 02, 2011, 01:05:50 pm by Dissident »
Mehis
Poster

Posts: 220


Extrude Error #9000: Plane pingas01 is too long.


« Reply #30 on: July 02, 2011, 10:10:22 am »

Little fog won't hurt. Make sure the density isn't 1 or it looks ugly.

"...With my hands your skull I will beat,
Leave your carcass in the street."
Dissident
Poster

Posts: 140


Manic.


« Reply #31 on: July 03, 2011, 09:24:28 pm »

Newest screenshot in the first post. I hope you can see the fog (smoke actually) clearly, though I'm thinking about removing it due to performance issues and just using the fog controller on its own.
Devil Mudger
Poster

Posts: 216


Bah Humbug


« Reply #32 on: July 04, 2011, 01:49:49 am »

I'm loving it.

www.ZombieSurvivalists.com - ZomSu
ZombieSurvivalists.com | No Upgrades | United Kingdom  -  213.5.180.85:27015
Dissident
Poster

Posts: 140


Manic.


« Reply #33 on: July 05, 2011, 08:33:18 pm »

Nothing new, except for a new lighting test: Rain/storm.
Skull_Boy
Poster

Posts: 232

I'm in space.


« Reply #34 on: July 06, 2011, 09:05:30 am »

I'll go with light rain, minimum fog. If the map ends in a helicopter rescue. I personaly like this one the most. On a dark-ish map pepole would often relly on their fashlight, that runs out in ~5-10 mins. Then they will be lost in the darknes. (Though that's pretty good for the Zombie Master.)
I forget what you can do if you spend extra time on your maps. Keep it up!
Dissident
Poster

Posts: 140


Manic.


« Reply #35 on: July 07, 2011, 04:44:44 am »

Thanks, I've been experimenting with new story ideas lately, but I have nothing I feel is worth showing.
« Last Edit: July 07, 2011, 05:00:45 am by Dissident »
Scrap.est
Poster

Posts: 7063


Gigglfarting


« Reply #36 on: July 08, 2011, 11:39:38 am »

This thread reminds me when I tried to map. I spent like a week mapping a ventilation shaft and adjacent rooms. I had to have a good shadow, every texture pixel aligned, every prop not out of place, everything perfect or I would go all OCD on myself and would not get any sleep. Well I never got past that shaft and my map never left the first few rooms, hope you will do better. Grin

The faster they fester the quicker they muster.
dude I am in the gifted program. I am probably more intelligent than you hell I am more intelligent than you. Come one you and 90% of the ZM forum are trolls
Citizen_001
ZM2 Developer
*****
Posts: 3978


Male_07


« Reply #37 on: July 08, 2011, 05:13:48 pm »

Sunset and dust.


If anyone has any ideas on how to make the map look better, I'd be grateful to hear from them.
Definitely this lighting scheme. It has just enough light to bring out the details of the map and contrasts with the skyline in a very natural way. I'd recommend this strongly.

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from: Dinner
The first time you see him he comes onto you so hard.
Dissident
Poster

Posts: 140


Manic.


« Reply #38 on: July 18, 2011, 04:42:23 am »

It has been a very long time.







I haven't managed to compile this but it's the mechanic's place, a bit further down the street. Any thoughts?


« Last Edit: July 18, 2011, 04:46:20 am by Dissident »
McViolent
ZM2 Admin
*****
Posts: 7427


Boler's Bane


« Reply #39 on: July 20, 2011, 04:04:26 am »

It would be cool if the mechanic had an engine hoist:


Awesome lighting, by the way.
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Zombie Master  |  Zombie Master  |  Custom Content  |  Release and WIP  |  Topic: [Cancelled until further notice][WIP] zm_refuge « previous next »
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