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Mr. Green Gaming

zs_Hekla


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I've decided to start a new ZS_ map (every attempt I have done in the past has been either abandoned or shot down) so I decided to give mapping another shot, I've not gone for a totally realistic theme here; the fact there's a holy building surrounded by a lake of lava, set on on volcanic terrain at the top of a volcano wouldn't appeal to me as being realistic.

The name Hekla is Icelandic for hood (also the name of the worlds most active volcano)

And since I'm feeling generous, if you post within the next 30 minutes I'll throw in a very early .BSP of the Map for you guys to test, absolutely free!

Don't be a dumb ass and comment on no lighting, not even valve waste time adding lighting in such an early stage of development (it just slows things down)

Here's the current to-do list

- Add spawns

- Fix custom Models not showing up

- Edit gooinglass texture for use as lava (Done, but being tweaked)

- Add smaller outer ruins to act as camping spots for humans and as a zombie spawn

- Add 3d SKybox

- Easter eggs

- Add sprites & sounds to add ambience

- Optimise map

- Add lighting

- Tweak lighting

- Release map

- Add subtle colour correction

And here are some very early screenshots

post-149-1241898903_thumb.jpg

post-149-1241898903_thumb.jpg

post-149-1241898895_thumb.jpg

Update: Early colour correction tests

post-149-1241941029_thumb.jpg

post-149-1241941054_thumb.jpg

post-149-1241941060_thumb.jpg

post-149-1241941067_thumb.jpg

post-149-1241898910_thumb.jpg

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- Full bright

- Waaay too open

- Looks a bit, boring

- 3D skybox...?

3/10.

Nothing personal.

Someone either only likes the look of pictures, or is unable to read I think it's the latter

Edit: either way judging a map that's so far had less than 3 hours development time in it, is a pretty stupid thing to do

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- Full bright

- Waaay too open

- Looks a bit, boring

- 3D skybox...?

3/10.

Nothing personal.

Someone either only likes the look of pictures, or is unable to read I think it's the latter.

That's what the score so far was. Eventually an understandment of progress that will be made in the future.

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Anyone know anything about .vmts?

If so can anyone explain why my texture shows up as wireframe when used?

Here's the .vmt code

"Lava"

{

"$basetexture" "lava/lava"

"$bumpmap" "lava/lava_normal"

"$surfaceprop" "slime"

"Proxies"

{

"TextureScroll"

{

"texturescrollvar" "$bumptransform"

"texturescrollrate" 0.02

"texturescrollangle" 10

}

}

}

Fixed it, I for some reason tried ton use a non-existent shader

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Nice concept, I'd love to see where this will end up. Oh and Valve does add lightning at early stages; they can compile professional maps within seconds because all the computers in their office (even the one of the secretary in the lobby) cooperate in the compiling process :P

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  • 2 weeks later...

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