-
Posts
2778 -
Joined
-
Last visited
-
Days Won
18
Everything posted by Pufulet
-
Romania / Blacksea for 2 weeks ^.^
-
What are the best and worst value games you ever bought?
Pufulet replied to deathbycrowbar's topic in Videogames
Best was Gmod with CSS Worst probably Plants VS Zombies :> -
5/10 Not exactly my type http://www.youtube.com/watch?v=WCuAoSTkYzw
-
ooooh new servers open new possabilities :> require admins require specific maps for the server to be made <---- tasteh! something I might be intrested in
-
This game is evil.... its taken everyone away from servers of gmod especially zs and then they get addicted into this......
-
I quite enjoy it. Managed to play with everyone even a bit with Clavus.. heh I think I know what he means by playing with idiots :>. Really good free game, I hope they will release map packs and more weapons. The lvl system could have more things. Atm just guns u get, maybe get increased stats and change your characters appearence colour.
-
does the speed increase stat work? So for now on berserker only heals 4hp? or did you stop it like that till the updates?
-
When I read your description I thought it would look everywhere ruined and messed up with dark area and lots of blood and broken walls. The walls look a bit too futeristic in my opinion. Change it to another type of concretewall. Dosnt look like a zombie invasion since all the nice lights are on. Containment room, the walls and ceiling look plain. Decals dont always fix that. Add prop_dynamics to it e.g. Pips catwalks cranes. Just fill it up. Small areas = good gameplay Add some control room chairs for me and other propkillers You should check out my maps, that might help you a bit. The stairs dont look very professional and blocky. See what you can do with that and try adding hand rails for realism. From all that the map looks intresting to play and dosnt really look like a camp fest. Add me on steam. just add Pufulet or Logituch since my name is completely unique on steam
-
zs_necrotic_v3 is out! http://www.garrysmod.org/downloads/?a=view&id=104343 The idea of this map at first was to make a better version of uglyfort It is a fort/bunker This has been upgraded to v3 The V3 Changes: -Added lots of new detail around the map -Changed 2 different areas -Make outside slightly darker -Made fire do more dmg -Added fences outside -Changed a bit the downwards tunnel in the building. -Added new things. -Made it rain more. -Changed the 3d skybox. -Added a combine shield in one of the new areas that you can toggle on or off and does electric insta-kill dmg. -A few decal fixes and other fixes. The Map Features: -Several Healthvials -Health Machine -Zombie spawn underground -Human spawn entrance -Several areas to barricade -Outside area for non-caders -Checked for any glitches -Good Atmosphere -3D Skybox -Multiple Entrances Everywhere -And More The V2 Changes: -Moved healthcharger to a less camping spot -Added more props and props for propkillers -Added graffiti/decals -Fixed a few lights -Fixed a few prop_dynamics -Tweaked the environment light -Added light and sound to fire -Made it so the same sound isnt played everywhere -Different sounds in different areas
-
How Do I Make My Map A Zombie Survival One?
Pufulet replied to JustinTheEnd's topic in Zombie Survival
i maybe releasing a beta of my map in about a week sounds fast but my techniques are quick however i take pride in my work and will change any errors throughout.Its basically a aperture science lab like i said before i will make a page with screenshots to show my work so far the map is very big by the way and has a fair bit of detail you can't make atmosphere without detail thats why alot of house maps suck because there unfair and undetailed The only house maps I quite enjoy are the zs_stormy and zs_stormier zs_raunchyhouse zs_villagehouse -
How Do I Make My Map A Zombie Survival One?
Pufulet replied to JustinTheEnd's topic in Zombie Survival
zs_crackhouse..... lol that didnt end out very well -
54 357 0 and its in the 3dskybox at the top of the skybox
-
I am trying to make a nice moon but it keeps ending at the bottom of the map and I have been trying to fix it but It stays down there. I looked for an env_lightglow down there but theres nothing. I belive its related with the 3d skybox.
-
How Do I Make My Map A Zombie Survival One?
Pufulet replied to JustinTheEnd's topic in Zombie Survival
Well since I make quite a lot of maps for the server now I can give you a few tips for a first zs map for gmod. Start with a 2floor basement house with a fence or wall border around the map. Make in the back of the house a small graveyard for the zombie spawns. Since its your first dont try to push yourself to add loads of detail. Never add secrets cause if one person finds it... all will.. and that will ruin your map. ZS maps need good atmosphere. Dark rainy night with ravenholm background sounds and blood is better than a sunny nature sound background.. If you will use fog, and I still have trouble sometimes. Try to use the fog colour with the skybox. There are 2 main zs skyboxes you will want to use. sky_borealis_01 and sky_day01_09. Never add loads of props in a house room. In a small house room you would probably expect: Couch Table Wardrobe Bed Radiator ( people always forget about that in house maps ) House maps need decent doors. Either prop_door_rotating or make a door out of a block and add a door texture and add a phys_hinge to it so it looks realistic and you can barricade well with it. A few good lights: light - will generate light everywhere light_spot - will generate light in a certain spot point_spotlight - add with light or lightspot to make it look realistic because it has the light lines and outlines env_sprite - Makes the lightspot or light look even more realistic cause it adds a nice glow light_environment - This is your sun light so place outside and play with the angles Well thats a few of my ideas. -
I am requesting a perma ban for NON-HEALING MEDIC I TROL U he has been spamming !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! all the round and there was no admin for me to contact...
-
Will miss you HairyNuggets :X Love Cassoulet
-
nugget did u buy sony vegas?
-
Lets not make another topic for this A random clip I just found in my movie folder.. must of made it a week or so ago lol
-
I think I should make another one How do i get rid of the writing in the left top corner when I get a tool? Cause when I make movies I have to use it and quickly switch to a weapon so the writing isnt there. Any suggestions? I do that too, I think there is a command but I don't know it :/ Use camera tool or use weapon after stool gun. Or try to console cl_drawgud 0 (or r_drawhud 0) or go to garrysmod.org and download mod called CinemaHelper and use that. Nice video ... I wanna make these with you
-
I think I should make another one How do i get rid of the writing in the left top corner when I get a tool? Cause when I make movies I have to use it and quickly switch to a weapon so the writing isnt there. Any suggestions?
-
i made this in 10 minutes. Idk what went through my head lol. Hope you enjoy it.
-
for some reason the grass on the ground dosnt spawn those no collide plant things for extra detail. How come?
-
Well it seemed to compile alright but here it is just in case if you guys can spot anything else. ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.vmf" Valve Software - vbsp.exe (Jun 8 2010) 2 threads materialPath: c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.vmf Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/zs_necrotic_v3/nature/blenddirtgrass001b_wvt_patch - Has been looked at by meh Patching WVT material: maps/zs_necrotic_v3/nature/blendrockdirt006a_wvt_patch - Has been looked at by meh fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 36 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (341536 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8..Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! .9...10 Compacting texture/material tables... Reduced 572 texinfos to 429 Reduced 118 texdatas to 109 (3071 bytes to 2660) Writing C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3" Valve Software - vvis.exe (Jun 8 2010) 2 threads reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.prt 1118 portalclusters 3227 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (570) Optimized: 3128 visible clusters (0.00%) Total clusters visible: 296307 Average clusters visible: 265 Building PAS... Average clusters audible: 825 visdatasize:259774 compressed from 321984 writing c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 9 minutes, 31 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp Setting up ray-trace acceleration structure... Done (1.68 seconds) 4784 faces 487630 square feet [70218840.00 square inches] 22 Displacements 24427 Square Feet [3517619.00 Square Inches] 4784 patches before subdivision 38426 patches after subdivision sun extent from map=0.173648 27 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12) transfers 3115306, max 698 transfer lists: 23.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(19165, 19558, 14563) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3162, 3453, 2032) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(562, 680, 326) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(109, 148, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(22, 34, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(5, 8, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0201 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 77/1024 3696/49152 ( 7.5%) brushes 932/8192 11184/98304 (11.4%) brushsides 6016/65536 48128/524288 ( 9.2%) planes 3300/65536 66000/1310720 ( 5.0%) vertexes 7483/65536 89796/786432 (11.4%) nodes 2903/65536 92896/2097152 ( 4.4%) texinfos 429/12288 30888/884736 ( 3.5%) texdata 109/2048 3488/65536 ( 5.3%) dispinfos 22/0 3872/0 ( 0.0%) disp_verts 6358/0 127160/0 ( 0.0%) disp_tris 11264/0 22528/0 ( 0.0%) disp_lmsamples 69244/0 69244/0 ( 0.0%) faces 4784/65536 267904/3670016 ( 7.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2952/65536 165312/3670016 ( 4.5%) leaves 2981/65536 95392/2097152 ( 4.5%) leaffaces 5420/65536 10840/131072 ( 8.3%) leafbrushes 2008/65536 4016/131072 ( 3.1%) areas 3/256 24/2048 ( 1.2%) surfedges 34739/512000 138956/2048000 ( 6.8%) edges 20331/256000 81324/1024000 ( 7.9%) LDR worldlights 27/8192 2376/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 431/32768 4310/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7179/65536 14358/131072 (11.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1642840/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 259774/16777216 ( 1.5%) entdata [variable] 300855/393216 (76.5%) LDR ambient table 2981/65536 11924/262144 ( 4.5%) HDR ambient table 2981/65536 11924/262144 ( 4.5%) LDR leaf ambient 10771/65536 301588/1835008 (16.4%) HDR leaf ambient 2981/65536 83468/1835008 ( 4.5%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/1812 ( 0.1%) pakfile [variable] 176177/0 ( 0.0%) physics [variable] 341536/4194304 ( 8.1%) physics terrain [variable] 9972/1048576 ( 1.0%) Level flags = 0 Total triangle count: 13383 Writing c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp 43 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_necrotic_v3.bsp" "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\maps\zs_necrotic_v3.bsp"