Jump to content
Mr. Green Gaming

zs_glacier


Recommended Posts

  • Replies 124
  • Created
  • Last Reply

Top Posters In This Topic

Posted (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 by Pufulet
Posted

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

Posted

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.

post-1289-129744977951_thumb.jpg

post-1289-129744978533_thumb.jpg

post-1289-129744979047_thumb.jpg

post-1289-12974497962_thumb.jpg

post-1289-129744980166_thumb.jpg

post-1289-129744980761_thumb.jpg

post-1289-129744981425_thumb.jpg

post-1289-129744982018_thumb.jpg

post-1289-129744982575_thumb.jpg

post-1289-129744983157_thumb.jpg

post-1289-129744983737_thumb.jpg

post-1289-129744984363_thumb.jpg

Posted

Can we have 1 trap door, which either human or zombies can fall through, and npc_poison_zombie1 kills them. :D

Posted

Can we have 1 trap door, which either human or zombies can fall through, and npc_poison_zombie1 kills them. :D

I think the ZS code will remove it anyway.

Posted

Can we have 1 trap door, which either human or zombies can fall through, and npc_poison_zombie1 kills them. :D

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

Posted (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

post-1289-129758268975_thumb.jpg

post-1289-129758269579_thumb.jpg

post-1289-129758270151_thumb.jpg

post-1289-129758270714_thumb.jpg

post-1289-129758271467_thumb.jpg

post-1289-129758272114_thumb.jpg

post-1289-129758272645_thumb.jpg

post-1289-129758273174_thumb.jpg

Edited by Pufulet
Posted

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.

Posted

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.

post-1289-129760133891_thumb.jpg

post-1289-129760134394_thumb.jpg

post-1289-129760134908_thumb.jpg

post-1289-129760135488_thumb.jpg

post-1289-129760136089_thumb.jpg

post-1289-12976013663_thumb.jpg

post-1289-129760137278_thumb.jpg

post-1289-129760137852_thumb.jpg

post-1289-129760138363_thumb.jpg

post-1289-129760139066_thumb.jpg

post-1289-129760139607_thumb.jpg

Posted (edited)

It looks alot less random now xD

IDEA!

Maybe for the snow caves put wooden supports to make it look humanly dug so it explains the squareiness of the caves

hmmmm, that might be a good idea actually. They would of probably uncovered some headcrab canisters :o

Edited by Pufulet
Posted (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 :V), 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 by Mr. Darkness

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...