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Mr. Green Gaming

JustinTheEnd

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Posts posted by JustinTheEnd

  1. 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 :V

    damn that hurt my emotions but ok then :( i will give it a shot when i finish the map only issue is i want it to look modern thats the point and there is no good futuristic walls they all sucks balls at least in left 4 dead they had alright looking walls i mean half life 2 textures suck balls compared to left 4 dead and counter strike. do u think it would be good to get some custom textures in i know how but would it disrupt online play seeming as i used custom textures for left 4 dead maps and they worked fine online?

  2. Lets start with the pros:

    1. Refreshing environment, definately not standard.

    2. Small areas make it harder for humans and good for barricades.

    Now the cons:

    1. Textures dont really fit in building, regular walls would be better.

    2. Too bright in my opinion, but dont decrease it to much.

    3. More small props like tires and barrels are needes(propkillers)

    Overall i think the gameplay would be nice on this map. :D. Good job and keep on mapping. ;)

    hey thanks for the info i will take them into consideration so i have alot of my lights in at 0.5 so i will lower them to 0.3 will take about 20 mins due to size of map lol it's huge for a zombie map. as for the textures don't worry i will keep em as it's part of the map if u go down the staircase u arrive at trainstation this area has more detailed walls and not just boring grey squares :) i forgot to mention if u have a look in my map u will notice a high amount of barrels and crates throughout i suppose the images are bad was never good at taking pictures

  3. Hi obviously by the title you know i am creating a zombie survival map pack i have had a look on nearly every zombie survival map and saw many maps were indeed poorly created as i found out online people were camping every match making it boring for both humans and zombies my maps will make both sides fair enough i can promise you no map makes the match fair.

    So i suppose you want to see what my maps look like at the moment well i am on my map to finishing my first map here are the maps and details about them.

    Map 1: Lockdown (73% Complete)

    When a infection is spread across a training facility all escapes are closed leaving the subjects to defend for them selves all trains have stopped so don't try and escape. I like this map because of the undestroyable windows i love looking though the windows only to see a zombie running around to get you. The map isn't very horrific and isn't ment to be scary although it can sometimes when in the train station. Im sure you want to see a images now huh? You may also notice that my map is slightly detailed this is due to me thinking tht detail was a good idea until i thought about the load times :D

    http://yfrog.com/fvchamber1j

    http://yfrog.com/86containerchecksj

    http://yfrog.com/mecontainmentroomj

    http://yfrog.com/f1damagedchamber2j

    http://yfrog.com/mzdangerousareaj

    http://yfrog.com/87outsidechamber1j

    (Edit 20/07/2010) - Ok the images above are sorta old however the changes made now are pipes on walls for more detail and also the textures on walls have changed still looking futuristic because thts the point there will be 3 versions

    V1 - All Props And Limited Blood Stains

    V2 - Limited Props (Because it is hard to move about) And Blood Stains

    V3 - All Props And Blood Stains (This will be mostly used)

    Map 2: Beachhead

    As by the name you know it's on a beach pretty weird huh for zombie map? but got many ideas of a call of duty WAW map i suppose u know lol but another map no one has tried yet on this server or any.

    All maps will be made only for Left 4 Green servers.

    If you would like to test my maps before anyone just write down below saying so i will be happy to let u give opinions and test my map

  4. Indeed house maps do suck. I have seen to many standard maps and would like something refreshing. Just make it like you want, but make the atmosphere zombie survival like. :D

    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

  5. 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.

    lol i kidna went against everything u just said this isn't my first map so i know and by the way i think i said before but alot of players arn't interested in house maps apparently. im make a base sorta feels like aperture science but over time has became rot. don't worry there are minimum camping spots due to the no_draws such as u cud make it on top a container and onto a light but tht is now not possible

  6. Oh this isn't my first map :lol: ive done 8 survival maps for left 4 dead 2 and 1 for half life 2 (my own mission) im not young as well before u ask im currently doing Animation and Modelling at college in UK my map is based around design of many games incredibly it's sorta a combination of the classic game golden eye and valve's portal lol sounds odd but i noticed that there are a low amount of futuristic maps so i set out to make one. I want to thank both of you guys for your info and help :)

    Zombie spawns *: info_player_zombie or info_player_counterterrorist

    Human spawns: info_player_human or info_player_terrorist

    Drops: Are done by us. No entities required.

    i also noticed that alot of the house maps arn't liked and i have designed my map at the moment that survivors:infected are chances of winning 40:60 im trying to change it but the infected sud have the upper hand just so team work is neccesary

    * Zombie spawns are not required. We will generate random spawnpoints for them too.

    We recommend using only props from HL2 and CSS. Other custom models/materials should be packed with the map through Pakrat.

    don't worry im only using half life 2 i understand about the modelling custom models from left 4 dead and thnx for the help :)

  7. Hi i recently started on my map in source sdk 2009 for half life 2 which obviously works for gmod as well im not going to show any images of my map as there's no point yet any way i wud like to know what i items i have to put in my map and how to do them for example i know i need

    Zombie Spawns

    Survivor Spawns

    Weapon Drops/Ammo/Health

    Props (Got this covered)

    as said before how do i add these in my source sdk map and what else do i need? I know how to make the map obviously as i have used source sdk/hammer for things such as Left4Dead 1,2 And Half Life 2

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