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Mr. Green Gaming

zs_dump_v2


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Posted (edited)

Good afternoon everyone. Today I would like to present the sequel to a map well known by all the common zs players. I started this project on 12th April and have been developing it since. One of the main things you might notice about it, is that its more enclosed and prettier to look at. In the pictures you will not see any toxic slime, filthyness, crap everywhere or the famous catwalks. Those will be added in what I simply refer to as the "Outside Area" of the map. In the sequel Im going for a more enclosed and more indoor feeling because I want to make it actually possible to cade the map as well as keeping the element of being able to fight outside a cade and still have a fair chance of surviving.

A benefit of doing things like this is that I can optimise the map to give it framerate that promises to stick over 100 at any given time. Another thing im going for is to make it less blocky and more "natural". This is an important thing I have not actually started properly apart from the "Outside Area" which is kept secret for now. Most areas are subject to change in design and textures and I still have lots of expanding to do. I have gone for a zs_seclusion + zs_dump theme as you might notice in some areas.

My plan for next update:

  • More expansion
  • Changing a couple of current areas
  • Less blockyness
  • Minor decal work
  • Minor prop work - I prefer to leave props and decals till the very end now.
  • Cubemaps
  • Youtube video showing the current map (26th April version)

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Edited by Pufulet
  • 2 weeks later...
  • 2 weeks later...
Posted (edited)

Hazard, Lockup and Dump_v2 are all in the same area.

The timeline so far:

Hazard -> Dump_v2 -> Lockup

Pictures should look far better when clicked on. Images seem to always be crappy for me.

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Edited by Pufulet
Posted (edited)

Well, another emo texture map is coming out, yay :Po

You should really buy css already. Its very important for zs maps.

Yeah, the problem si get about 12.50 euro per month, so or I collect it for GW2 or for CSS. But back to topic,thsi map should really have different name than "zs_dump_v<insert number here>", it looks a lot different than the original

Edited by Qror
  • 2 months later...
  • 5 weeks later...
Posted (edited)

Im doing more advanced lighting work and adding horror touch. Expect some even better looking lights in the map tonight.

- Imported Horror light

- Better skybox

- DARKER

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Edited by Pufulet
Posted (edited)

Im closing off some open spaced areas a bit without sacrificing a spacious flow of paths to follow. I dont want this map to turn into seclusion or egypt where its just too big. The map will have 2 zombie spawns which are located at the "zs_hazard" map area and at a fenced off zone.

P.S. Behold the glorious new pufu lighting!

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Edited by Pufulet
Posted (edited)

Hope I won't get depressed by it.

Pufulet, you better make the roof a func_physbox (not a solid one, make different holes), so when the 2nd and 3rd explosion happen, the roof falls over in different parts. <- Gotta read before post.

At the same time... the offices on Dump section? That's kinda random. You should better keep one style for the map.

And btw, you could have added some screen effects like fading and screen overlay, add env_fire (or better info_particle_systems with fire effects which you can't gain with simple env_fire).

Edited by Mr. Darkness
Posted

Hope I won't get depressed by it.

Pufulet, you better make the roof a func_physbox (not a solid one, make different holes), so when the 2nd and 3rd explosion happen, the roof falls over in different parts. <- Gotta read before post.

At the same time... the offices on Dump section? That's kinda random. You should better keep one style for the map.

And btw, you could have added some screen effects like fading and screen overlay, add env_fire (or better info_particle_systems with fire effects which you can't gain with simple env_fire).

After I finish off the other two airstrike places I will make all the effects and explosions much better.

I will also make the wall and roof in the most devastated area crumble into rubble.

The office area takes up a very small part of the whole map so it will still have the dump feeling but it does however feel alot less like a toxic shithole which has its ups and downs and I will look into adding some old dump feeling into the map.

  • 2 weeks later...
  • 3 weeks later...
Posted

Spent a while this evening retexturing, new skybox, new 3d skybox and lighting. The 6 lamps make the floor too bright for my liking which I will change.

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