-
Posts
2778 -
Joined
-
Last visited
-
Days Won
18
Posts posted by Pufulet
-
-
im not sure if mine is the best i could of done :Z lol... HQ Melons
-
well for now im not going to work on the map cause i realy want to finish my other map off and its starting to get annoying constantly making changes to it.
Nobody forces you to make adjustments, we just state what the requirements for the maps that we put on our server.
i do realise that, but im having trouble adapting to the needs of the server since i was on GU, they never asked me about fps or anything :/. I just have to start learning how to optimize my maps succesfully.
-
well for now im not going to work on the map cause i realy want to finish my other map off and its starting to get annoying constantly making changes to it.
-
when a supply crate appears if a medic gets it there Healing Weapon should go back up to 50
It would be nice if the medics got the rebel medic skin aswell
-
glad to know that you guys like the new fog
-
!!!FINAL VERSION!!!
This is now the final version and fully optimized and tested by Deluvas, Zincoshine and Clavus.
Would like to see peoples opinions
Average Framerate is 54.68
-
-
-
-
Looking better, but that's 2d decoration. You'll also need 3d decoration as well, in the form of brushes and props.
I kinda explained it in this picture:
(1) This is a simple wall. And it won't do, at least in large areas where everything looks the same. You need a form of decoration to make it more interesting.
(2) This is better, a prop vent with some decals. But it still wont cut it.
(3) Adding different effects and interesting architecture makes it even more interesting, like dustmotes, sprites, particles ect.
(4) But it's up to you to determine if it's fit for the map. A warehouse doesn't have modern art in it; nor a bar, it's shape being simple, but realistic. If a building actually IS something, like a crane that's in reach of grabbing containers for a harbour, or a cafeteria in an office workspace. If people know what it's supposed to be, it'll be a lot familiar to them.
Instead of saying: "That building is under attack", they'd say: "The warehouse is under attack".
More importantly, it's not the shape or looks of a map that makes it good, it's the fun the players have. If a map is well balanced, it will always be chosen instead of a pretty, but unbalanced map.
k I will try adding 3d stuff to it or windows or somthing
-
-
I'm not trying to be harsh or anything, but it doesn't look inviting to play.
You could add a lot to this map to make it more interesting, like detailing (not props, but the walls, they look dull) with decals and overlays.
This is blocky and uninviting. But I'll for a mapper who has one year experience in Hammer, it's decent.
How long have you been working on this map, if I may ask?
about 2,3 weeks. I will add more detail on the walls
-
about a yearHow long have you been making maps?
-
This was on zs_the_seige about 2 hours ago and this Combine dude fell in a trap for an entire round. After a while I found him defenseless with a crappy pistol. I protected him as humans started to die. I gave him an mp5 and healed him whenever I could. I could remember his name so I called him Lil Egghead. After there were just 5 humans left I had to abandon him since there where poison zombies rushing towards me. 'BE BRAVE EGGHEAD' I ran towards the supply crates while I heared the sound of a combine dying. I got an autoshotty and avenged him but died near where he died... RIP LIL EGGHEAD
-
This place is a deserted 'dump' Soon after Im done with it I will pass it on to Zincoshine so he can see if theres anything that can be improved or optimized.
So far it includes:
3 buildings with 3 floors
Ground floor covered in waste, not to mention the radioactive crap
Outside storage areas
An area with pipes n fences n stuff
Health charger in the 'cross section' of the catwalk floors
A few healthvials scattered around the place and batteries.
Old vehicles around the waste.
Some more rooms.
A yellow fog, which I think is better than my old siege fog :Z.
There 2 storage rooms with red light and 2 with blue.
Its near night.
And some more stuff.
-
-
Sorry about another topic but I think its required...
Pufulet: Finally I found someone who could help me with my problems in mapping mainly to do with optimization. I worked with him about a week and finally finished it. Thanks Zincoshine ur awsome >=D. Oh and btw zs_dump is on its way
Zincoshine: pufulet did a lot of changes after zs_the_siege, but he still failed to optimize the map. I succeeded however, with his permission and VMF which means no vmex bugs!
The map will be released soon with a few images.
Changes by pufulet:
- pakratted CSS textures and models
- removed the 2 small rundown houses near the zombie spawn
- made a new house and placed it where the rundown houses used to be
- added a metallic shed near the large house
- added cargo crates and train carts around the open space to discourage spawn camping
- removed most of the preplaced func_detail boards and added more doors inside the house
- removed most of the blue shelves
- added a nicer roof to the large house
- removed the explosion in the large house
- added a glass window onto the large hexagon windows of that fort on the bottom
- added glass windows to the rape tower.
- Got rid of half the rockets
- removed the rain
Changes by Zincoshine:
- added skybox with color closest to the fog (used the same skybox of forestofthedamned_2010)
- adjusted fog color values to match that of the skybox
- added in light_env from forestofthedamned
- added far z clip for fog
- wrapped the large house in areaportalwindows
- fixed the lighting of the forts
- added 4 redemption spawn points. 25% chance of getting rewarded with an epic last stand.
- Got rid of the remaining rockets since they way outside playable boundaries.
- added filtered func_breakable boards to the new house and some other areas.
- got rid of all the laggy crap outside the playable areas of the map
- optimized the skybox greatly
- optimized the brushwork
- optimized displacements
- nodraw
- func_detail
- and more
Framerate has increased by 120%
-
ok then..
-
ok will do it. i will learn how to add 3d skybox.. kill the fog and see what to do from there
-
-
when is the medic vial thing getting fixed? i wanna lvl up
i prefer to keep my healing to myself >
-
pls fix the medic health vial i want to level up :3
-
Hopefully someone can help me with this, I hope you stelk
How do you get water too kill or hurt you ???
I've tried everything:
you can't put entities inside a water brush
there are no textures for watertriggerhurt
and the Lod_watercontrol doesnt help either
So?
theres a texture called Trigger you then make it env_hurt or whatever that trigger was called and you put it in the water
--out of memory--
-
some good ideas.. i will give a think about it
COD Wasteland No Gravity
in Videogames
Posted
I joined a Ground War game and next thing you know everyones jumping around the damn map!
BTW that was funnn XD