Holy Posted February 8, 2011 Posted February 8, 2011 Hm that spawns looks like zombies could easily block people there or force them to jump into the cold water. Quote
Bluddorn Posted February 9, 2011 Posted February 9, 2011 I'm still thinking about how cool this map will be when it gets released,can't wait for it Quote
Pufulet Posted February 9, 2011 Author Posted February 9, 2011 (edited) Hm that spawns looks like zombies could easily block people there or force them to jump into the cold water.I thought about that while i was designing the map, but starting zombies will take some time to get there since is the other side of the map.Redeemers will not spawn there so they dont get overrun in middle of the round just to let you know. They will probably spawn on the high area on the roof bit Edited February 9, 2011 by Pufulet Quote
Bluddorn Posted February 11, 2011 Posted February 11, 2011 Im Expectating this map to be one of the funniest ZS maps to play in the server.You should also add 2 chairs or 3 to that part of the map. Quote
Holy Posted February 11, 2011 Posted February 11, 2011 (edited) Don't forget to have a spot for humans to stay at. Edited February 11, 2011 by Holy Quote
Pufulet Posted February 11, 2011 Author Posted February 11, 2011 Don't forget to have a spot for humans to stay at.all the buildings will be good for humans to stay in, that room may have loads of good props to barricade the stairs but theres 6 windows Quote
Pufulet Posted February 11, 2011 Author Posted February 11, 2011 Basicly just more props and detail at the moment.I am going to encourage people to barricade, since in ambush_v3 nobody actually had a chance to do so.All buildings on glacier will be good cading spots once im done with it. Quote
Guest Posted February 11, 2011 Posted February 11, 2011 Can we have 1 trap door, which either human or zombies can fall through, and npc_poison_zombie1 kills them. Quote
Holy Posted February 11, 2011 Posted February 11, 2011 Can we have 1 trap door, which either human or zombies can fall through, and npc_poison_zombie1 kills them. I think the ZS code will remove it anyway. Quote
Mr. Darkness Posted February 11, 2011 Posted February 11, 2011 ^that+it is not a funny idea. I already told my idea to Pufu (shame he didnt listen much )I got a 'rescue end' idea for the map. Quote
Pufulet Posted February 12, 2011 Author Posted February 12, 2011 Can we have 1 trap door, which either human or zombies can fall through, and npc_poison_zombie1 kills them. I think the ZS code will remove it anyway.The fact that it is like an iceberg surrounded by deadly water and not very safe catwalks and few handrails should make this map quite fun, rather then traps Quote
Pufulet Posted February 13, 2011 Author Posted February 13, 2011 (edited) Here is the latest version. I have done some more buildings and stuff, I fixed the func_occluders again because for some reason one of them was on a displacement which caused the map to not compile. I have to play around with the 3d skybox because I messed up a bit because I thought one of those iceberg displacements didnt work properly.The physics doors all have been given some friction so instead of them always opening and swinging around, if you move them a bit they will be moved abit and not swing out of control.Lighting in picture 4 still needs to be fixed.I also might add some env_cubemaps to fix some reflections, does anyone have a quick tip on how / where to put them or can they be anywhere Edited February 13, 2011 by Pufulet Quote
Botervloot Posted February 13, 2011 Posted February 13, 2011 Better. The buildings do look a little dull: they all look the same. Quote
Pufulet Posted February 13, 2011 Author Posted February 13, 2011 Better. The buildings do look a little dull: they all look the same.what would you recommend? Quote
Botervloot Posted February 13, 2011 Posted February 13, 2011 Better. The buildings do look a little dull: they all look the same.what would you recommend?Variation in texture, geometry, hight. Stuff like that. And making them more interesting by using destruction or lighting effects. Quote
Pufulet Posted February 13, 2011 Author Posted February 13, 2011 Retextured some buildings like Botervloot said.You may not see the props on the first pic because I am currently experimenting with the fading option for props to improve optimisation.I am generally nearly done with props, the total amount is over 370, still some small areas to work on.I have added a boat which will be used as the human spawn.Please ignore the snow, because it is going in the buildings. Quote
Griffon Posted February 13, 2011 Posted February 13, 2011 It looks alot less random now xDIDEA!Maybe for the snow caves put wooden supports to make it look humanly dug so it explains the squareiness of the caves Quote
Pufulet Posted February 13, 2011 Author Posted February 13, 2011 (edited) It looks alot less random now xDIDEA!Maybe for the snow caves put wooden supports to make it look humanly dug so it explains the squareiness of the caveshmmmm, that might be a good idea actually. They would of probably uncovered some headcrab canisters Edited February 13, 2011 by Pufulet Quote
Pufulet Posted February 13, 2011 Author Posted February 13, 2011 Omg, there's a boat. yeah actually, at the beginning i did say I would not use boats but this looks like it would work out. Quote
Mr. Darkness Posted February 13, 2011 Posted February 13, 2011 (edited) Pufu, send the map to [email protected].I will place all the nesesary cubemaps and make the special thingy I would really love to do. Send me a pm when you have sent it. (sent it in a zip!)So how to place A CUBEMAP.Find 'dev' textures and find an orange texture with numbers 64x64.make a block with those sizes (in inches, certenly). Then place an env_cubemap and make it so the top of the entity (=env_cubemap is on one line with the top of the block you made. Done!You have your cubemap working. Mappers who know how to place cubemaps more commonly use them in more large ammount. (but please, dont try to make alot of those cubemaps by yourself)Edit: Also 1 important note: in compile Runner click on box 'HDR'.It is nessesary to run the high dis- something (......okay, i dont remember how is it spelt ), anyway whatever it is, just click it.THEN. Once you have ran your map, you can see that everything has a terrible lighting. To make it be normal open console and type command: buildcubemaps.It will turn into a small image and you will see all six sides of your cubemap entity.Done! Edited February 13, 2011 by Mr. Darkness Quote
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