Pufulet Posted April 26, 2012 Share Posted April 26, 2012 (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 expansionChanging a couple of current areasLess blockynessMinor decal workMinor prop work - I prefer to leave props and decals till the very end now.CubemapsYoutube video showing the current map (26th April version) Edited April 26, 2012 by Pufulet Raptor and Luke Nukem 2 Quote Link to comment
Guest Posted April 26, 2012 Share Posted April 26, 2012 Learn custom decals, and smear the name "Pufulet" in poo. Quote Link to comment
Luke Nukem Posted April 26, 2012 Share Posted April 26, 2012 I like the choice of lighting and carpet usage. Gives it that vintage feeling to be honest. Well done Pufu. Quote Link to comment
Pufulet Posted April 26, 2012 Author Share Posted April 26, 2012 Have a video. Quality will be 1080 eventually. Quote Link to comment
Pufulet Posted May 5, 2012 Author Share Posted May 5, 2012 Tiny update. Spent the morning totally remaking the area I said I was gonna change in the video. Quote Link to comment
Mansen Posted May 5, 2012 Share Posted May 5, 2012 Good Work! Pufulet you always surprising me Quote Link to comment
Pufulet Posted May 16, 2012 Author Share Posted May 16, 2012 (edited) Hazard, Lockup and Dump_v2 are all in the same area.The timeline so far:Hazard -> Dump_v2 -> LockupPictures should look far better when clicked on. Images seem to always be crappy for me. Edited May 16, 2012 by Pufulet Quote Link to comment
Mr. Darkness Posted May 16, 2012 Share Posted May 16, 2012 Not bad, not bad.I could import some custom music and shit like that.Also some good scenes if you want. Quote Link to comment
Qror Posted May 16, 2012 Share Posted May 16, 2012 Well, another emo texture map is coming out, yay :Po Quote Link to comment
Pufulet Posted May 16, 2012 Author Share Posted May 16, 2012 Well, another emo texture map is coming out, yay :PoYou should really buy css already. Its very important for zs maps. Quote Link to comment
Qror Posted May 16, 2012 Share Posted May 16, 2012 (edited) Well, another emo texture map is coming out, yay :PoYou 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 May 16, 2012 by Qror Quote Link to comment
Pufulet Posted August 11, 2012 Author Share Posted August 11, 2012 (edited) Map is nearly completed now.A video presenting the outside will be uploaded soon. Edited August 11, 2012 by Pufulet Quote Link to comment
rui_troia Posted August 11, 2012 Share Posted August 11, 2012 Props around the map would be a heaven for us, dont you think XD ? Quote Link to comment
Pufulet Posted September 10, 2012 Author Share Posted September 10, 2012 (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 Edited September 10, 2012 by Pufulet Quote Link to comment
Pufulet Posted September 10, 2012 Author Share Posted September 10, 2012 (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! Edited September 10, 2012 by Pufulet Quote Link to comment
Pufulet Posted September 13, 2012 Author Share Posted September 13, 2012 Very early airstrike trigger. Im planning on making it look much better and add proper destruction like walls or roof breaking. Quote Link to comment
Mr. Darkness Posted September 13, 2012 Share Posted September 13, 2012 (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 September 13, 2012 by Mr. Darkness Quote Link to comment
Pufulet Posted September 13, 2012 Author Share Posted September 13, 2012 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. Quote Link to comment
Pufulet Posted September 13, 2012 Author Share Posted September 13, 2012 DESTRUCTION!!! Quote Link to comment
Mr. Darkness Posted September 24, 2012 Share Posted September 24, 2012 DESTRUCTION!!! Not yet impressed. Quote Link to comment
Mansen Posted September 24, 2012 Share Posted September 24, 2012 Nice Pufulet! Keep going with this. Quote Link to comment
Pufulet Posted September 24, 2012 Author Share Posted September 24, 2012 DESTRUCTION!!! Not yet impressed.You can help me out with this stuff if you want then since you are better at this type of work. Quote Link to comment
Pufulet Posted October 12, 2012 Author Share Posted October 12, 2012 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. Quote Link to comment
Pufulet Posted October 13, 2012 Author Share Posted October 13, 2012 env_skypaint? I still test all my maps in old gmod till update so no Quote Link to comment
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