Mr. Darkness Posted September 23, 2010 Share Posted September 23, 2010 Hello everybody!Today im going to show you our map with Pufulet we were making together.It's a spared map called: Zs_junkeycanals.The time is when city 17 was still existing and rebels were fighting against combines.And I made some great addons there (some of them will be shown later, now just 3 pics).The addons include:-An apc on spawn which comes to kill ya all campers biatchez to kill. after first 2 min.-A way to a secret passage with a pretty hard way to it: There are many traps.-You wont be able to camp in vents for long, they are full of explosives. If you get in the camping spot, then only to heal yourself. After just get the hell out of there.The map is still on work so it will take some time.And here are the first pics: Quote Link to comment
Pufulet Posted September 23, 2010 Share Posted September 23, 2010 (edited) So how im helping with this map is after he did his basic map stuff I joined in to test and help him with bugs/glitches/designing areas and other things to help the map become better.Atm we are working on the main things : Fog/3d skybox/atmoshpere/lightingSo after that I will take the map again and 'zombify' it:-Zombie Survival Atmosphere-Small details-Balancing it out for zombies and humans-etc Edited September 23, 2010 by Pufulet Quote Link to comment
Mr. Darkness Posted September 23, 2010 Author Share Posted September 23, 2010 tomorrowNot near pc now. Quote Link to comment
Mr. Darkness Posted September 24, 2010 Author Share Posted September 24, 2010 (edited) A big pack of new pictures here!Edit: not all the entities and other stuff are seen here, i. e. I compiled it all on fast.P.s: Aaargh, the 10-th picture... D: U cant see the "Pufulet" Edited September 24, 2010 by Mr.Darkness Quote Link to comment
Deluvas Posted September 24, 2010 Share Posted September 24, 2010 I wouldn't call that mapping, Mr Darkness... Sorry, but I just don't see textures stretched like in the first photo, in real life ... Quote Link to comment
Mr. Darkness Posted September 24, 2010 Author Share Posted September 24, 2010 (edited) I wouldn't call that mapping, Mr Darkness... Sorry, but I just don't see textures stretched like in the first photo, in real life ...I just fit it in. It was worth it. It would look more f*cked up If I hadn't fit it in..Other textures werent fitting good enough.EDIT: Gratz, your 1000th post :') Edited September 24, 2010 by Mr.Darkness Quote Link to comment
Mr. Darkness Posted September 25, 2010 Author Share Posted September 25, 2010 (edited) Look! A bridge! we can pass on to another side now! (NOT)=========================================================================================================Oh Shit! The goddamn headcrab canisters were launched and now the bridge is broken! AAAGH! WITH AN APC!!!RUN!Well, I used many outputs here. That was really hard. The only thing I cant still fix - are shadows.Added:-A screen overlay;-This bridge animation;-Now the camping place is more dangerous, it will spawn headcrabs if you will camp there for long;-Fixed some dustmotes;-Fixed almost all shadows, expect the one on wall, "the orange pipe" and the bridge;-An another building on right side;If you see the missing water on first pic, ignore it. I just compile on fast now...Also... guys dont you know? I have something wrong with sounds. Most of them dont play. Edited September 25, 2010 by Mr.Darkness Quote Link to comment
Sneed Posted September 25, 2010 Share Posted September 25, 2010 (edited) is the shadow on the right of the bridge fucked or what? Edited September 25, 2010 by Sneed Quote Link to comment
Mr. Darkness Posted September 25, 2010 Author Share Posted September 25, 2010 is the shadow on the right of the bridge fucked or what? Yeah, seems like.I know the reason, Its this block thing (the unmovable bridge part) which has shadows always on.Im not sure how to fix it. Quote Link to comment
Mr. Darkness Posted September 27, 2010 Author Share Posted September 27, 2010 Well. I fixed the leak, which was actually the func_illusionary faggot, and also added some stuff. If you will see some sort of a skull head with bones spray, that means that this zone is dangerous.Anywawy. I also added some props on the bridge to make it be more realystic when its falling.I have there many traps, so thats not recommended for you to explore the whole map. If you DO want, do it with care. Or else you will be DOOMED! Anyways. I also got some old bugs (which were fixed by this leak and now they are back again O_o), like some weird dark thing on walls.Look at all overall btw (ignore the stunstick on 3rd pic, i accidently turned on the hdr ): Quote Link to comment
Re-volve Posted September 27, 2010 Share Posted September 27, 2010 (edited) The least I can say is, Mr Darkness you have improved but its all about the (small) details in good maps Edited September 27, 2010 by Re-volve Quote Link to comment
Mr. Darkness Posted September 27, 2010 Author Share Posted September 27, 2010 The least I can say is, Mr Darkness you have improved but its all about the (small) details in good mapsThanks Quote Link to comment
Mr. Darkness Posted October 24, 2010 Author Share Posted October 24, 2010 (edited) These are the following updates to my map:Added:-Entrance inside-more props-fixed some bugs with props-Added lights to the hall with many props (which is covered with fences and such).-Changed one of the traps to flaming from exploding.-Made the lifter trap be more dangerous than just burning.The last pic is when I got pwned on being afk Edited October 24, 2010 by Mr.Darkness Quote Link to comment
Pufulet Posted October 25, 2010 Share Posted October 25, 2010 I see some good improvements. The first pic which is outside.. looks to simple and plain? Oh and btw srry for not helping you now cause Im making my own canals :Z Quote Link to comment
Mr. Darkness Posted October 29, 2010 Author Share Posted October 29, 2010 (edited) I see some good improvements. The first pic which is outside.. looks to simple and plain? Oh and btw srry for not helping you now cause Im making my own canals :ZBlame you, Pufuly D:Also, A few more stuff added:-A bit more props to fit the corridor atmosphere;-Healkits that can fall down in the dangerous water if you shoot them bad >;-Fixed the elevator trap;-Added a room with many prop_dynamic's which actually are citizens trying to survive too, but the door is locked. You can only see what happens there.-A dead guy, which killed himself/killed a zombie, which killed him too (killed both at the same time)/Killed the zombie and then suicided.\Last pic - spam of "give npc_antlion" command Edited October 29, 2010 by Mr.Darkness Quote Link to comment
stalker-dude(nl) Posted October 29, 2010 Share Posted October 29, 2010 The last pic:The water seems very "blocky" (if that's a word)It's probably because the ground under it is not very natural.The rest looks pretty good. Quote Link to comment
QTesla Posted October 29, 2010 Share Posted October 29, 2010 Sort out the displacements, and it will look alot better. Quote Link to comment
Mr. Darkness Posted October 29, 2010 Author Share Posted October 29, 2010 Sort out the displacements, and it will look alot better.You mean by... Removing the sides of the displacement and leaving the top only..? OR wait... I hink itdsjust the texture. I just wanted to choose a texture, which would be more dusty than other water textures. Quote Link to comment
Pufulet Posted October 30, 2010 Share Posted October 30, 2010 (edited) Sort out the displacements, and it will look alot better.You mean by... Removing the sides of the displacement and leaving the top only..? OR wait... I hink itdsjust the texture. I just wanted to choose a texture, which would be more dusty than other water textures. gj mr.darkness looking well, try to keep those sophisticated triggers at a low and concentrate on atmosphere more. The only thing that I would say that needs lots of work is the outside. Who knows I might help with that bit some time Edited October 30, 2010 by Pufulet Quote Link to comment
Mr. Darkness Posted October 30, 2010 Author Share Posted October 30, 2010 (edited) Sort out the displacements, and it will look alot better.You mean by... Removing the sides of the displacement and leaving the top only..? OR wait... I hink itdsjust the texture. I just wanted to choose a texture, which would be more dusty than other water textures. gj mr.darkness looking well, try to keep those sophisticated triggers at a low and concentrate on atmosphere more. The only thing that I would say that needs lots of work is the outside. Who knows I might help with that bit some timeMAINLY, the map is done.But I dont give a shit what are those black wall and whats the actual problem with 2nd part of that... mmm... displacement outside.Well... atleast its not THAT bad as it could be.Ive done as much triggers as I could put for a good atmosphere and feeling.Thanks to pufulet for making the zombie spawn... oh yes, I added a pipe there .Now Im gonna figure out whats with those walls... Edited October 30, 2010 by Mr.Darkness Quote Link to comment
Mr. Darkness Posted October 30, 2010 Author Share Posted October 30, 2010 (edited) Couldn't figure out what was the reason of that black wall bug.SO i just added other things.Also I saw that this fence door was unabled for hl2. Its an ep2 door model, so I changed it to another one, which would be more fair actually. (you wont be able to shoot through it)Also as I said before, i added pipes to zombie spawn, so you know why is everything so toxic...Anyway.Remember that dead guy which was left by his group? Well. This time you can get confused coming near to that spot.When you reach the boxes, you will hear the shooting sound and see the light. After breaking the boxes you will see the guy dead... R.I.P, Unknown dead guy...I think Im doneHere are the screenies : Edited October 30, 2010 by Mr.Darkness Quote Link to comment
Mr. Darkness Posted October 30, 2010 Author Share Posted October 30, 2010 (edited) Really nice.Thanks Althrough.Thanks to Pufulet's idea, I fixed the black wall shit Im gonna show you the screenshots with net graph to show you how the whole map works (fps).Some of the screenshots will be shown with a low fps (right, a screenshot always makes it low, but mainly it was always ~150)1st pic - elevator2nd pic - the metaldoor3rd pic - human's rest4th pic - the bridge5th pic - one of the storages6th pic - zombie spawn (no need to crouch under the pipe)7th pic - the ladder to zombie spawn8th pic - "something really special here" 9th pic - elevator (bottom)10th pic - the rest of surviviors11th pic - the dead guy (this one is fpsless O_o)12th pic - the storage room13th pic - ... ERR, SIR. Im not going to say what this place is for!Last pic - LOL'D x'D Edited October 30, 2010 by Mr.Darkness Quote Link to comment
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