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Posts
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Everything posted by Pufulet
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I will look at this tomarrow and give a proper comment of it and what I think about it.
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thanks for the info def look into a fix about the door, all doors are breakable so even if u block it with a prop u can break it I might of repeated myself in this but: What I mean is that zombies can simply use propkill techniques to open the door outwards, thus making the barricade on the inside of the door useless because it does not actaully block them. The barricade is there to stop the door opening, but the door also open outwards which is a problem. Making the door open inwards only is a far better defence and can be done by adding an invisible brush on the outside of the door, if you are going to do this, do it with all 3 door entrances downstairs so humans are safe for a longer period of time instead of being raped at start.
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2 Things that you should change. The doors open outside as well so zombies can take advantage of that on our server. People can hop over the fence using a prop. Other then that I think the map can be really good for zs and I will see what I can do with it, once you fix those 2 issues.
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Diablo 3 Open-Beta 20:00GMT Let thy Crotch be Rubbed!
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This week I plan on handing out some CVs in Highcross.
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Tastes like metal.
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Minky beat me to it but yeah, thats just silly. If you want random crap that could involve mini games just ask me or darkness to make a map with it.
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Add 2 more Cells in Loadout ( COLOUR CODED FTW ) [Redemption] & [undead] [Redemption] would unlock at rank 30 and it would have the following bonuses (can only choose one). [Comeback] Redeem with 200SP [strength] Redeem with an axe [Might] Redeem with duel elites [Protection] Redeem with 180HP (Default still 100) [Agility] Redeem with a 25% speed increase for 5 seconds [undead] would unlock at rank 35 [Vampire] 20% of damage done is gone to health [steamroller] 40% extra health from gibs [backbreaker] 35% more damage done to back [Meaty] 20% more health to classic zombies (only for zombie, poison zombie and fastie) [Regeneration] 1% of health regened per second to classic zombies (only for zombie, poison zombie and fastie)
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Thanks for help, so ill first make map with Source Engine MP and then move to source engine 2009. No problem and yes, Compile it in CSS after you done all this. You can compile in Hl2 for preview tho, if you want, but you will be missing textures. @Pufu, only entities are moved, but models and textures still remain the same. if you remove css then you dont have any css content
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Well they wanted to know how add content of both hl2 and css in hammer and use them, so my way is the most simple and basic way, tis' not wrong.
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Well sounds like you have not actually enabled Counterstrike Source content. To do so go in hammer -> tools -> options, and under game data files, click on "add" and select "cstrike.fgd" and open it. As you can see I use css, hl2 and halflife 2 multiplayer which is pretty much exactly what you would want for zs mapping. If you have any other questions regarding source sdk just add me on steam.
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Looks terrifying, where are the human wallpapers? *father pufu grigori, make him and i will forever love you*
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Zombie Survival 2.0: The Basics
Pufulet replied to Damien's topic in Damien's Guide to Zombie Survival
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Some of you may know that I am quite the zs map enthusiast and for quite a while I have been trying to do my part in getting the server new map content, however that is generally not an easy task and its slow to accomplish. I am one of the people that provides map packs which contain several maps for the server. I do this because I want to see the server have a bigger map range and a wider variety of maps and I enjoy working with maps. One of the things that frustrates me is spending time making maps or puting map packs together and not seeing them reach the players. Me and Darkness made a map called Nowhere which was released on the 16 June 2011 and it was in one of the map packs. It still has not been added along with some of my other maps but thats not the reason I made this topic, its just an example I want to point out and im sure there is valid reason as to why its not and thats fine. Im sure most of you are aware that playing new zs maps is a very rare thing and that we have been playing the same maps over and over again for years but that does not have to be a bad thing. What is, is that how often we sometimes end up playing the same map twice in under a few hours because of the lack of maps. After a period of time this starts to feel dull and the map loses its excitment, how many times do we play subway_trainstation or fortress? On the server we also have some maps that the players dislike such as lostcoast house, virus inside joe and gravity. We also have some maps that can be broken or exploited even with exploit boxes. These have been around for quite a while. What im trying to point out is the lack of good map flow the server has and it seems like the players dont actually get a say in these maps and dont get to suggest new things as well as hardly any fresh content provided for the players to experience on the server. I know for a fact that this can easily be changed. What I have suggested a couple of times is that I should be given a chance to have full access to managing the server's maps. This might sound bad to some of you, and of course it will because I have made a few mistakes when I did have access, that being because I had to handle lots of files and folders, with maps its far easier and I fully know what Im doing.. I also added a map with zombie bad spawns in the latest map pack and I see that mistake, but I decompiled that map and fixed it myself. Cant always be flawless. What I would provide if given a chance to manage the maps is a good flow of map management which includes adding maps, removing bad maps, fixing maps and making remakes of old maps, I plan on doing this by having a good flow of information with the players by providing changelogs, looking at requests and using my knowledge of mapping and being one the players that is on the server daily. I would compose lists of maps, share them in a topic and get players to say their opinions of those maps and if they like them, add them. If players find flaws in maps I can simply decompile them and fix them as well as changing anything in those maps. I leave this with the current zs players, feel free to discuss this among yourselves and ask me any questions. Players are the main people who should get a say. Thanks for reading.
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HARRASS ME IN STYLE!?
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I would greatly recommend using my map cycle which I started from scratch and spent an hour carefully adding maps in a specific order. I have also added and removed maps, the current cycle has 82 maps and the new cycle would have 92 maps. I would also ask to have it kept like this, if lots of things were to be changed, dont bother. I have used my knowledge of all the server maps to compose this list. And my opinion is that its far better than the current list with maps that get played in pretty much the same order even with the scramble function. NEW http://pastebin.com/igct9uFE CURRENT http://pastebin.com/WUa7L4k8 Current Mapcycle.txt New Mapcycle.txt
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1 Day Each.
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I dont exactly know yet, but it will probably be one of the maps that gets played often and is not really good, at the moment I am working on 4 zs maps, 1 of which is an objective map. That remake only took me 1 day so if I do decide to make another one soon I can easily fit it into my mapping project time.
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Hello everyone, no glorious intro like map progressions. Just to the point. I am now planning on doing a little SDK project which is to remake maps that are played often that are not really good and turn them into enjoyable new things. The map that I wanted to give a make-up the most had to be zs_woodhouse_rain. Horrible displacements, bad trees, bad house design and hardly any or no starting zombie defence. I have turned it into something similar to greenie_lounge using the same theme and made it pretty to look at. You should be able to tell the difference from new version and old. I hope. You might notice 2 rusty ugly looking pipes at z spawn. Those are cannons that launch you towards the house, swift transportation that discourages humans to run outside as they will get blasted with zombies. Woodhouse Rain Remake http://www.garrysmod...=view&id=129385 I will be using this topic for future remakes. Stay Tuned.
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I see what you mean, that cubic feeling can be decreased with darker and more varied lighting colours in some places.
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I will test it out and if I approve of it I will attempt to add it.
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Downloaded it and had a good look through it. Generally quite good with a few spaces that seem a bit plain, the outside could use some more colour contrast such as some faint blue and green lights with maybe a darker skybox lighting and a subtle fog. The insides are quite nice with good choice of barricading as well as some optimising that I have seen using mat_wireframe. The floor textures outside have been scaled which made me feel like I was smaller than normal in a map but thats not really a big issue. Overall it looks fit for purpose and should play alright, but im not too sure about how that elevator will be treated by players. I think the map could be put on the server just like your deadwater will soon, its just that im not too sure how that open space in the middle will play out on the green mod but I will judge that when I see it in live action. With your permission I could add or tweak a couple of things to make it fit for our zs.
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Got some free time right now so Im gonna try it out and give an opinion afterwards