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Zombie Master  |  ZM  |  Custom Content  |  Release and WIP  |  Topic: [WIP] ZM_Cliffside_Retreat (UPDATE!) « previous next »
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Author Topic: [WIP] ZM_Cliffside_Retreat (UPDATE!)  (Read 4877 times)
Holy Toaster
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Posts: 2222



« on: April 19, 2009, 02:57:23 PM »

I've decided to make a thread on this because I feel like I want to show people my map that is in a deep WIP at the moment.

Now then, on to screenshots, bear in mind that none of this is most likely final and will probably be changed or perhaps cut out all together.

Here is the spawn site for the survivors, they must make their way from the crashed car into the building and will probably start with the bare equipment (pistols and melee)


Once inside they will find proper guns and respective ammo for them.


There is a small lab type area off the the left through a bookshelf door which has an alternate objective.


On the roof the starting objective lies, you must connect up a console box to the satellite and wait for 1 minute for the transmission to be sent to the other side of the bunker at the far end


Then you will come to a junkyard, this will house your next objective and also be the time when the alternate objective is used.


The objective will be a gas can that connects to a winch, this winch will open up the door but, players must defend another player who has to manually hold a lever to power it, the gascan only allows the winch to be powered. However, players may opt to grab a key which they will find out about in the lab to open up a hatch on top of the bunker.


So far this is all I have which is actually presentable, as the progress continues more will be shown. Improvements on the shots shown will be greatly appreciated.
« Last Edit: June 08, 2009, 05:23:32 PM by Holy Toaster »

ZM_Cliffside_retreat Currently dead due to PC failure.
SoulOfDoom
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Posts: 4264



« Reply #1 on: April 19, 2009, 03:32:36 PM »

First!

Lost Hope
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Posts: 135

W.S Wankhouse


« Reply #2 on: April 19, 2009, 06:06:09 PM »

This looks sexy, i like how that lab place looks like a lab. (Most of lab maps are few compuetrs and some weird thingy)

Why did you read this? Read my post, i wasted my time to it!
Rukus
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Posts: 667

Serial Killer


« Reply #3 on: April 19, 2009, 07:44:55 PM »

It looks rather bland, but not everyone can come up to Citizens standards.

Try adding something cinematic. Like setting the lab on fire if that big tube thing takes too much damage, you've GOT TO have a falling car trap on this map, play a sound while a trap spawns a massive hoard and then have said hoard jump over a wall or break through something. I tend to like maps that have cinematic qualities.

Oh, so you just expelled gas and bits of poop into the air loudly during our intimate moment, but whatever.
Killroy
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Posts: 1184


Vaguely copying Dinner


« Reply #4 on: April 19, 2009, 10:49:34 PM »

Hey, Rukus, allow me to introduce you to the concept of Works In Progress...


Looks great, man. Rukus can sht the fuck up. Grin

Quote from: Jertz
I got banned at this server http://ttt.badking.net/ but i cant find a place to contact them, only there is "community" which brings here!
Quote from: Some admin
Fucking up a thread I unfucked that you previously fucked is a good reason for a temp ban.
Rukus
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Posts: 667

Serial Killer


« Reply #5 on: April 19, 2009, 11:07:45 PM »

Hey, Rukus, allow me to introduce you to the concept of Works In Progress...


Looks great, man. Rukus can sht the fuck up. Grin

NO U

The objectives described sound too generic. Its called constructive criticism.

Oh, so you just expelled gas and bits of poop into the air loudly during our intimate moment, but whatever.
Flaming Monkey
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Posts: 1713



« Reply #6 on: April 20, 2009, 02:15:50 AM »

Looks ok, but could use some work.  Maybe make the cliff side less...smooth.

And I Marauder. Me scared big bright in sky, it make hot.
Lost Hope
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Posts: 135

W.S Wankhouse


« Reply #7 on: April 20, 2009, 08:04:06 AM »

NO U

The objectives described sound too generic. Its called constructive criticism.

Nobody cares about your criticism. Let others do that.

Why did you read this? Read my post, i wasted my time to it!
Killroy
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Posts: 1184


Vaguely copying Dinner


« Reply #8 on: April 20, 2009, 10:43:54 AM »

I mean, despite the WIPness, it looks bloody amazing. <3

Quote from: Jertz
I got banned at this server http://ttt.badking.net/ but i cant find a place to contact them, only there is "community" which brings here!
Quote from: Some admin
Fucking up a thread I unfucked that you previously fucked is a good reason for a temp ban.
LokiFoki
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Posts: 1293


░▒▓█▓▒░ ░▒▓█▓▒░


« Reply #9 on: April 20, 2009, 11:48:52 AM »

It looks like you enabled the dynamic light of those point_spotlights. Dynamic lights eat up a lot of fps. You should deactivate the dynamic light and instead place "light_spot" entities where the point_spotlights are and adjust their rotation, angle and brightness so it looks right. Light_spot entities affect the lightmaps (like normal "light" entities) so they look better and don't eat up additional performance.

worbat
Junior Build Tester
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Posts: 11629


Fnar Fnar Fnar


« Reply #10 on: April 20, 2009, 12:02:42 PM »

Hey rukus allow my to introduce you to STFU.
I think it looks pretty decent HT. I look forward to playing it!

Quote from: sulkdodds
In other Steam news:
My entire arse.
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I think worbat just got a little excited and his brain shut down halfway through.
SoulOfDoom
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Posts: 4264



« Reply #11 on: April 20, 2009, 12:26:39 PM »

Killroy, Lost Hope and worbat keep your hate to yourself when people you hate say something useful.

PzK
Guest
« Reply #12 on: April 20, 2009, 01:48:01 PM »

Looks very good. Screenshots have a creepy atmosphere to it.
Holy Toaster
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Posts: 2222



« Reply #13 on: April 20, 2009, 02:53:29 PM »

It looks rather bland, but not everyone can come up to Citizens standards.

Try adding something cinematic. Like setting the lab on fire if that big tube thing takes too much damage, you've GOT TO have a falling car trap on this map, play a sound while a trap spawns a massive hoard and then have said hoard jump over a wall or break through something. I tend to like maps that have cinematic qualities.

Just a quick note to this comment, as a WIP much of the map isn't final for example, the junkyard you see in the screenshots are currently being redesigned, the two buildings are being swapped out for more fitting buildings and objects. As for the car trap, I think a swinging cluster of metal bars ala traptown would work better.

It looks like you enabled the dynamic light of those point_spotlights. Dynamic lights eat up a lot of fps. You should deactivate the dynamic light and instead place "light_spot" entities where the point_spotlights are and adjust their rotation, angle and brightness so it looks right. Light_spot entities affect the lightmaps (like normal "light" entities) so they look better and don't eat up additional performance.

Noted, for now dynamic lights haven't affected anything performance wise but if anything occurse then it will be swapped out for those lights.

ZM_Cliffside_retreat Currently dead due to PC failure.
Holy Toaster
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Posts: 2222



« Reply #14 on: April 22, 2009, 08:55:19 PM »

This is just a quick update to let you know that the "junkyard" area has had a total overhaul, now screenshots probably wont come until friday or saturday due to my sister's birthday tommorow but you can be sure that if I don't procrastinate it that the screenshots of the new junkyard will come shortly after tommorow.

ZM_Cliffside_retreat Currently dead due to PC failure.
that guy
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Posts: 1071



« Reply #15 on: April 22, 2009, 10:32:24 PM »

ok I am sorry for posting a bit off topic in this thread but it really doesnt deserve a whole thread. so I was mapping when I decided to test the map but when I clicked run map this came up, The command failed. Windows reported the error:
  "The system cannot find the file specified."

edit I dont know what I did but its working now
« Last Edit: April 22, 2009, 10:36:54 PM by that guy »

If at first you don't succeed, try, try, again. Then quit. There's no use in being a damn fool about it.<br /><br />-- W.C. Fields
Ajunk
Junior Build Tester
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Posts: 13806


TIME IS CEREAL


« Reply #16 on: April 23, 2009, 01:37:02 AM »

Oh god there's a thread for this asshole.
http://www.zombiemaster.org/smf/index.php?topic=439.0
And google. And hammer wiki. Fuck you.

You're all the most fucking heartless people
Wounded
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Posts: 27


« Reply #17 on: April 23, 2009, 11:56:12 PM »

I believe a map should tell a story, it seems very bland and has little to go off on. Perhaps put in subliminal hints and such on what happend for example you could create  a car smashed into a pole suggesting a panic and turning off the road and finally dieing. If you want to get more creative on to what happend to the driver, you could make a path of blood leading away from the car.

Of course I am not saying to implement this into your map but, be creative. I myself love a map when it has a backstory.

Paper is fine....Nerf Rock.

~Scissors
Rotinaj
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Posts: 4105



« Reply #18 on: April 24, 2009, 01:45:34 AM »

 good maps need a slowly extending bridge.
Holy Toaster
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Posts: 2222



« Reply #19 on: April 24, 2009, 02:08:22 PM »

I believe a map should tell a story, it seems very bland and has little to go off on. Perhaps put in subliminal hints and such on what happend for example you could create  a car smashed into a pole suggesting a panic and turning off the road and finally dieing. If you want to get more creative on to what happend to the driver, you could make a path of blood leading away from the car.

Of course I am not saying to implement this into your map but, be creative. I myself love a map when it has a backstory.

Now wounded I'll give you the benefit of the doubt and imagine that you skimmed through the screenshots as the very first screenshot has the exact same "car into the pole" senario you just described.

ZM_Cliffside_retreat Currently dead due to PC failure.
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