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Zombie Master  |  ZM  |  Custom Content  |  Release and WIP  |  Topic: [WIP] zm_resilience « previous next »
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Author Topic: [WIP] zm_resilience  (Read 799 times)
Resourceful
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Posts: 8


Being resourceuful since...


« on: May 02, 2010, 12:34:19 PM »

Basically what started out one fine afternoon a couple days back when I wanted to try create a cinematic-esque street.
I really want it to become a short and sweet map and don't want to make the common mistake made in night maps of poor lighting.
I would really appreciate any feedback, and please note that nothing is permanent at the moment; I plan on making it of adequate size while still including unique goals and objectives.
Side note: If you may or may not notice, I have tried to use lighting psychology to set the mood of the map with different colours indicating mood and pace of certain areas. Warmer coloured light (the warehouse) show safety whereas cold blue may mean danger. You can see examples of this in Half-Life 2 at the train station Gordon first arrives at. Again: if you didn't notice it, just ignore me  Tongue

So far: You and your fellow survivors have recently escaped from another area using a truck. However, you find that your way is blocked by a crude barricade spanning the road. Forced to exit your vehicle, you manage to haul a few supplies over the other side with you and make your way as the Zombie Master advances.

Appologies for image quality:











« Last Edit: May 10, 2010, 05:29:04 AM by Resourceful »
AndyTheGeeky
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Posts: 2729


σ_σ


« Reply #1 on: May 02, 2010, 04:44:58 PM »

You should be using opposite colors there, seeing as cool = calm & warm = excited/energetic

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Resourceful
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Posts: 8


Being resourceuful since...


« Reply #2 on: May 03, 2010, 06:10:36 AM »

Thanks for assessing the colours. I'll see if I can fiddle around to find the correct balance to help nudge players along. Couldn't cooler colours such as blue also represent fear, sterility and an alien environment; while a warm orange may represent something as primitive as fire as a soothing mechanism?
« Last Edit: May 03, 2010, 06:15:57 AM by Resourceful »
Rotinaj
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Posts: 4107



« Reply #3 on: May 03, 2010, 10:13:54 PM »

Very good looking map.
Tannerbondy
Junior Build Tester
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Posts: 7225



« Reply #4 on: May 04, 2010, 06:53:39 AM »

Work on the lighting a bit, it looks a little unnatural. Other than that, looking great so far. Also I'm for Andy's suggestion.
Resourceful
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Posts: 8


Being resourceuful since...


« Reply #5 on: May 04, 2010, 08:43:40 AM »

Thanks. I'll try allocate some time to work on better lighting.
Scrap.est
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Posts: 5374


Zombie King!


« Reply #6 on: May 04, 2010, 10:33:44 AM »

Last screen is melonishious.

smile
Ajunk
Junior Build Tester
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Posts: 13809


TIME IS CEREAL


« Reply #7 on: May 05, 2010, 05:54:28 AM »

Bluevelvet has some of the best lighting I've seen in a ZM map, mood-wise. Take cues from it. From what I recall, cool seems to indicate safety and the sterility of untouched haven, whereas red seems to indicate chaos like fire and blood and zombies and the regression of mankind into a primal state.

You're all the most fucking heartless people
Resourceful
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Posts: 8


Being resourceuful since...


« Reply #8 on: May 05, 2010, 09:46:54 AM »

Thanks for taking the time to help me improve on what I've done everyone.
Resourceful
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Posts: 8


Being resourceuful since...


« Reply #9 on: May 10, 2010, 05:18:18 AM »

Well I hope these are a smidge better that what I posted previously:

Starting area:


Starting area:


Warehouse side:


Warehouse side2:


Parking area outside the warehouse:


Warehouse (interior):


Warehouse (office):


The street behind the road blockade after the warehouse featuring the shop (quality doesnt allow fog to be seen):


Beneath the street lamp (bleurgh, this one turned out terrible):


The store:


The store from within:


Side of store (zombie spawn):


Side of store (exit from streets):


In the sewer (darker than it is):


Contacting rescue:


The awaited overview (sorry that the warehouse roof isn't textured with nodraw this time):


Well if you've seen this you may be wondering if this is the end of the map. I plan to extend it further and allow for the humans to travel further down the waterway to another location.
« Last Edit: May 10, 2010, 05:24:37 AM by Resourceful »
MOSH-PO-TAY-TO
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Posts: 1717


Disco Disco.


« Reply #10 on: May 10, 2010, 10:07:59 AM »

It's looking much better man.

Good work.

In a shameless act of self promotion Skeleton's Bone Pile - Australian Killing Floor Community.
AndyTheGeeky
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Posts: 2729


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« Reply #11 on: May 11, 2010, 02:47:25 AM »

Good, but needs fog.

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Resourceful
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Posts: 8


Being resourceuful since...


« Reply #12 on: June 01, 2010, 05:02:25 AM »

I just redid some of it a bit






















« Last Edit: June 01, 2010, 05:03:31 AM by Resourceful »
Acidpoint
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Posts: 26


« Reply #13 on: June 07, 2010, 08:45:54 AM »

Jesus Christ those last two screenshots were amazing.  I love how the shadows just pop out.
Tannerbondy
Junior Build Tester
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Posts: 7225



« Reply #14 on: June 30, 2010, 06:46:02 AM »

Is this map still getting worked on?
Ryoz
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Posts: 29


« Reply #15 on: June 30, 2010, 08:53:44 AM »

This must make the FPS drop, high lightmap grid can make my fps go from 260 to 160 :l
Resourceful
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Being resourceuful since...


« Reply #16 on: July 08, 2010, 04:28:19 AM »

It's still being worked on, though I'm having some issues with the new SDK settings.
If you want to play on the last working version (with some bugs due to over the top entity data) then you can find it here:
http://www.moddb.com/members/dissident/addons/zombie-master-map
Again, it's nowhere near being perfect.
« Last Edit: July 08, 2010, 04:30:16 AM by Resourceful »
Devil Mudger
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Posts: 30


Bah Humbug


« Reply #17 on: July 08, 2010, 08:18:27 PM »

Good to know that these maps sitting in the haze of WIP are still alive. smile

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[ZomSu Community] 89.238.160.163:27017
Holy Toaster
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Posts: 2222



« Reply #18 on: July 08, 2010, 10:47:16 PM »

Just a little note, may be too far in to change it but your curb is too high, you need to cut a quarter to half the size of it off. Right now it looks really dodgy.

Also I can't really see from the screens but do the interior doors and windows have frames? I'm guessing they do since the others do too. If they do then ignore that part.

You also need to tone down the ice blue lights just a tad, I know you're trying to go for a "dangerous outside" atmosphere with the home base a warm yellow but right now the bright blue is too much of a contrast with the night sky. I'm only suggesting to darken it by a tiny amount, nothing too major. I just feel that it's a little too strong for the environment.

Finally, even though it's WIP You need to start looking into fleshing out your buildings better, right now they're very flat on both sides, for the interiors particularly you'll need to create some crossbeams/supports for the building to make it believable.

So far looking Damn nice though!

ZM_Cliffside_retreat Currently dead due to PC failure.
Skull_Boy
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Posts: 40


« Reply #19 on: July 09, 2010, 06:56:14 AM »

So u seem to have the entity limit problem? Yes it's as frustrating as hell. Make sure there are no huge trigggers touching a huge part of the map. You can remove the rain if you want. A 3D skybox could be useful smile. But you seriously need to fix that camera thing. As for the filters, well idk u must fo done something wrong if u can put the plugs on at the same time. My map never had that kinda thing with the battery n the gear even if the map was failing due to the entity limit. (I fixed my map now) but what i mean is the entity limit problem can't cuse the plugs to be put at the same position - there is something wrong with the filters or the trigger settings. (I'll decompile it and take a look.)

I'm happy to see a detailed map for zm. (At leats theres still some pepole not abondoing their work.)

EDIT: Impossible u can't have that problem with only 2220 entities in ur map. A huge trigger may be the problem or too many info_nodes. And  ur filters have bad settings. (They have the same name and the filter name should be: plug1_1 and plug2_2 and it will work, just make sure the filters have diferent names!)
« Last Edit: July 09, 2010, 07:05:51 AM by Skull_Boy »
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Zombie Master  |  ZM  |  Custom Content  |  Release and WIP  |  Topic: [WIP] zm_resilience « previous next »
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