A Random Hobo Posted April 3, 2009 Share Posted April 3, 2009 zs_skyscraper_v2Finally finished Well, i was just in hammer and i decided to edit my old map a little, it felt as though the theme was missing something. I darkened the lighting (By far) and well... tell me what you think.Sorry, I put in alot of pics. I wanted you to get the entire feel of the map. Quote Link to comment
TimbukTurnip Posted April 3, 2009 Share Posted April 3, 2009 personally i think its a bit too dark, i think it should be dark enough that you can see but its a lot easier to see with a torch, if you know what i mean.Whats on the radio? Quote Link to comment
A Random Hobo Posted April 3, 2009 Author Share Posted April 3, 2009 Atm, viva la vida (Coldplay) and Still alive (From portal) Quote Link to comment
RoboRobb Posted April 3, 2009 Share Posted April 3, 2009 I think it looks really cool.. Reminds me of Fear Quote Link to comment
A Random Hobo Posted April 3, 2009 Author Share Posted April 3, 2009 Should i add a breakable cable or generator that cuts all power in the building? Quote Link to comment
Donlan Posted April 3, 2009 Share Posted April 3, 2009 Yeah, the generator room sounds like a good idea.Just one minor thing I noticed (probably me being picky) but that texture you used for the ceiling (2nd screen) looks pretty out of place considering the walls you've used are the cs_office walls (which have a modern look to them) whilst the ceiling texture used seems pretty worn & old. Quote Link to comment
Karlicious Posted April 3, 2009 Share Posted April 3, 2009 Should i add a breakable cable or generator that cuts all power in the building?Yes, why not? Quote Link to comment
A Random Hobo Posted April 3, 2009 Author Share Posted April 3, 2009 Actually, thats a plaster wall with a wooden detail brush along the bottom. I'll see if i can find a more realistic texture though. Quote Link to comment
Deluvas Posted April 3, 2009 Share Posted April 3, 2009 Viva la vida and still alive will just FINE ! XD upload the map ! Quote Link to comment
A Random Hobo Posted April 3, 2009 Author Share Posted April 3, 2009 Any suggestions/improvments i should make before releasing v1? Quote Link to comment
Donlan Posted April 3, 2009 Share Posted April 3, 2009 Well I'd like to see colour correction used in a map, but I'm not it would suit this map. Quote Link to comment
A Random Hobo Posted April 3, 2009 Author Share Posted April 3, 2009 Changes ----Headcrab only vent added which can access the radio room. --Changed the weight of some props (Like the fridge and desks) so as they can be moved more easilly. (I.E, without the physgun )Clavus, how tall are the new headcrab hulls?-- Might change the song on the radio... time for some sound editing Quote Link to comment
Damien Posted April 9, 2009 Share Posted April 9, 2009 The map looks great, people are going to complain about the light. but i like the idea of seeing only the places you point at with your flashlight Quote Link to comment
A Random Hobo Posted April 9, 2009 Author Share Posted April 9, 2009 Preview of v1 -- http://files.filefront.com/zs+skyscraper+v...;/fileinfo.htmlNot completly ready for putting on the server, its just to get feedback on what people think of what i have done with it.Edit: I kinda broke the radio when i re-installed steam. I will fix it later. Quote Link to comment
Botervloot Posted April 9, 2009 Share Posted April 9, 2009 Going to test. Response soon.Need oxygen:- Narrow hallways- Leak- Misaligned Brushes- Unrealistic brushes (spawnroom, wtf is up with those brushes...)- Mirrors...?- Unbalanced.And what in gods name is this?In the 3d skybox... Quote Link to comment
A Random Hobo Posted April 9, 2009 Author Share Posted April 9, 2009 Nocollide takes good care of thatNo leaks. Would be a nodraw. Can you tell me where it is?Where?The entire floor is a spawn room. Where?Yea, bathrooms tend to have mirrorsIt's not actually. There are several places humans can cade, while zombies have a good chance also.Earlier version of the map is already on Killa's zs and Noxious zs.Failed attempts at the vmex protecter. Quote Link to comment
Botervloot Posted April 9, 2009 Share Posted April 9, 2009 Nocollide takes good care of thatNo leaks. Would be a nodraw. Can you tell me where it is?Where?The entire floor is a spawn room. Where?Yea, bathrooms tend to have mirrorsIt's not actually. There are several places humans can cade, while zombies have a good chance also.There is a leak. Displacement in 3D skybox misaligned.At spawn. The big (also unrealistic brushes) are misaligned. There are several more things that are misaligned ect.Due to the narrow rooms, it's too easy for the zombies to kill the humans. And why make mirrors. They are useless, and add up to your compile time and filesize. Make it Cubemap based, if you really want mirrors. Quote Link to comment
A Random Hobo Posted April 9, 2009 Author Share Posted April 9, 2009 There is a leak. --- There is no leak, because i look through the compile log every time. No leaks. Its a nodraw. Care to locate for me, as i asked earlier?I forgot to pakrat the skybox. That might be the problem Displacement in 3D skybox misaligned. -- I reduced the power of the displacment because it is known to cause lag. Ill look into it.At spawn. The big (also unrealistic brushes) are misaligned. There are several more things that are misaligned ect.Screenshot?Due to the narrow rooms, it's too easy for the zombies to kill the humans. -- The higher up you are, the less safe you are. And why make mirrors. They are useless, and add up to your compile time and filesize. Make it Cubemap based, if you really want mirrors.Adds to realism. Takes nothing noticible up from the fps, and the filesize is relitivly small Quote Link to comment
Botervloot Posted April 9, 2009 Share Posted April 9, 2009 There is a leak. --- There is no leak, because i look through the compile log every time. No leaks. Its a nodraw. Care to locate for me, as i asked earlier? Displacement in 3D skybox misaligned. -- I reduced the power of the displacment because it is known to cause lag. Ill look into it.At spawn. The big (also unrealistic brushes) are misaligned. There are several more things that are misaligned ect.Screenshot?Due to the narrow rooms, it's too easy for the zombies to kill the humans. -- The higher up you are, the less safe you are. And why make mirrors. They are useless, and add up to your compile time and filesize. Make it Cubemap based, if you really want mirrors.Adds to realism. Takes nothing noticible up from the fps, and the filesize is relitivly smallLoad pointfile. Helps a lot.It has to be overal balanced, or else only one part is balance, the other part is unfair for zombies, other part is unfair for humans ect.Suit it yourself. Quote Link to comment
A Random Hobo Posted April 9, 2009 Author Share Posted April 9, 2009 The "Leak" you are on about is just me being lazy and forgetting to pakrat the skybox. Quote Link to comment
A Random Hobo Posted April 10, 2009 Author Share Posted April 10, 2009 Bump and new downloadhttp://files.filefront.com/zs+skyscraper+v...;/fileinfo.htmlv1 Quote Link to comment
A Random Hobo Posted April 18, 2009 Author Share Posted April 18, 2009 Bump and new download -- http://files.filefront.com/zs+skyscraper+v...;/fileinfo.html Quote Link to comment
Deluvas Posted April 18, 2009 Share Posted April 18, 2009 Nice new avatar, and by the way, you could add some blood and lighting effects (color theory) .. Quote Link to comment
A Random Hobo Posted April 18, 2009 Author Share Posted April 18, 2009 I origianlly designed the map around the zombie outbreak having not started, but then I had to think of ways to stop me from having to design the entire skyscraper -- the fire.Because of this, blood decals wouldn't really fit... I already used a little bit of the colour theory, except I reversed it. It is infact, darker where you are safe. Light areas are the least defendable. Quote Link to comment
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