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Mr. Green Gaming

Stelk

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Posts posted by Stelk

  1. hmm Prismaa told me about it so I decided to check it. First of all this is not a bug or glitch. This is the retarded JetBoom's ZS version. He made that kind of doors breakable for ZS, which they are not supposed to be breakable. While making this door I wanted to seal the hallway with locked door to look more realistic. But JetBoom ruined everything.

  2. Great map yet again. Only points of critique:

    * Clipping displacement(s) just under the pier.

    * The color correction effect doesn't transfer fluently and is kind of misplaced.

    I'll put it on the server :)

    I wont use color corrections for ZS anymore in future. And I want to make a ZS race map just for the fun. I received alot of good comments about the tunnel under the map with the trigger_push. Tell me what do you think for the idea. :P

  3. I dont select the whole brush and then hit the Create. When u select only 1 of the sides and make it displacement the others that u dont see just disappears. And yea I know about that with the nodraw its not error just saying "nodraw on surface" i'm not using that kind of disaplcement. And yea I have nodraw aorund disaplceemnts.

    I see what you mean, you were meaning the technique when you seal the displacements with nodraw brushes am I right?

    Yes thats right and I am not using the technique where it leaves nodraw on sruface etc.

  4. You don't texture displacements with nodraw, you just click to destroy any sides not seen instead. Texturing them with nodraw causes compile errors

    I dont select the whole brush and then hit the Create. When u select only 1 of the sides and make it displacement the others that u dont see just disappears. And yea I know about that with the nodraw its not error just saying "nodraw on surface" i'm not using that kind of disaplcement. And yea I have nodraw aorund disaplceemnts.

  5. This is far away from outpost. It is very well optimized with nodraws on displacements and etc. Besides I have noticed that Mr.Greens have the old laggy outpost. I have made a fix long time ago. it seems Clavus haven't up it here.

  6. There is only 1 spot where the fps goes down and thats the human spawn (i dont think ppls are going to camp on their spawn.) The water texture is ep2 water_riverbed_3 or something like that.

    I bought a new pc a month ago so I played almost all my maps with 20-25 fps and that was pretty playable.

    Only 1 map was impossible to play on. That was zs_storm_v1 (compile with ep2 engine) believe it or not i had 2-5 FPS (with 1 word, screenshots)

    This map cannot be perfectly optimized but i think its pretty playable.

  7. BloodGuard I think my epic wooden cabin clears out this problem. Since I have made a small phys explosion and when that happens the wooden cabin explodes on small pieces. That will give you alot of launchable props.

    EDIT: And yes there are props outside.

  8. ====== ScrapYard ======

    Another nice ZS quality map by me.

    === Map Features ===

    - 1 Health charger.

    - 1 Deadly trap.

    - Blocked zombie spawn (avoid spawnkilling by humans).

    - Some health vials around the map.

    - Both ground and air nodes everywhere.

    - And more...

    ====================

    Screens:

    63ef71e6035c18ce0a94f2e2237f922b.jpg

    925224e4511e086f1d8709b3ba0d011f.jpg

    891f9cb40db51b438de571b181b1f43c.jpg

    Note: The map might be a bit of FPS down on the humans spawn due to low pc specifications. But thats not everywhere.

    I hope you like the map.

    DOWNLOAD!

  9. Few tips from me.

    - Make sure all your sides of the textures who are NOT visible from the player to be nodraw texture (that makes the map smaller in mb).

    - To find a leak go to Map > Load Pointfile. /// Red line will appear on the camera view pointing to right into the leak.

    - Use 'Player Clip' textures to limit the space to the mountains. (maybe you know about that)

    - Make all your out sides of the skybox to nodraw.

    - Making a 3d skybox:

    . place a sky_camera entity in the middle of your main map floor.

    . select both of them, the floor and the camera.

    . hold shift and drag them away. (making a copy)

    . while selected the copy hit ctrl+m.

    . a small window will appear on the screen asking you for values.

    . select Scale and fill all 3 fields with this number 0.0625.

    . after that the floor will shrink, that makes it 16 times bigger in game.

    . now you are able to add sky props (simply type 'sky' in your browser)

    . close the 3d skybox with a skybox texture. (again make the out sides nodraw)

    . and copy your light_environment and paste it in your 3d skybox to bring the same light as your main skybox.

    tbh its nice for a first map :>

  10. I dont think that will balance the map. For example take the fact that everyone goes to the roof and spawncamp the zombies. The zombies has only 1 way to the roof. The map also got FPS drop, check if its properly optimized.

    About the secret, you can simply delete the button or the wohle area to make it run faster.

  11. Alright Clavus. I have finaly made fix of outpost, its called zs_outpost_final

    Changes:

    - Removed the outside grass area.

    - Grass area replaced with stone walls.

    - Removed almost all outside props.

    - Removed displacements ( the biggest reason for FPS drop ).

    - Added some ground nodes for npc's. Maybe you'll ask me why? Well I dont know either..

    - Added closed area with 4 entrances as zombie spawn, all entrances has trigger_push so no human can get inside and spawn kill.

    - Added some more nodraw faces.

    =======================

    The FPS should be stable now. The quality of the map wont be the same as before. I mean this time it will be crappy because of those walls but at least the map is playable now.

    Link: http://garrysmod.org/downloads/?a=view&id=64274

    Screens are included at the link above.

    PS. Alot more quality maps will come from me :>

    PS2. Btw Clavus if you want you can give me the vmf of oblivion and try to optimize it.

    PS3. Sry for posting the release here >.<

  12. Yea its not but opened maps are alot harder to optimize. I think its normal, you cant run map with 500 FPS in every spot. And lets not forget that this is gmod, laggy mod for hl2.

  13. Yea the FPS goes down outside for some ppls with low hardware, like me. Thats near the zombie spawn and happens when you look straight to the center of the whole map. Its pretty hard, almost impossible to optimize opened maps like this one.

  14. Damn the props! :D

    I promise next time to place them not that randomly. Soon i'll come up with zs_subversive_v2, I'm planing to continue v1 from the canal part into corridors and some camp rooms, we'll see :>

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