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Mr. Green Gaming

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Posted (edited)

Hello Ladies and Gentlemen! I would like to proudly present my latest sdk project which started on the 2nd January!

This map is supposed to be an evolution and an adaptation of a form of zs_hazard and zs_necrotic based totally underground, as for what the map actually is, is beyond knowing apart from just more zombie infested storage rooms. Originally I intended it to be the "basement" of a prison or a big facility and in a way I can still say it is.

So Far:

  • Half or Less of lighting finished ( some lights still need tweaking as they are either too bright or can be made better ).
  • Most of the raw design which is 75%-85%.
  • 80% Worked textures ( some textures especially in the undeveloped area need changing ).
  • 11 Area portals to optimise the map ( more are required as the map continues to develop ).
  • Other minor optimising work.

What I'm planning next:

  • Developing and lighting the dark part of the map as well as more area portals.
  • Making the tunnels feel more real and less blocky.

What I'm planning near the end of the map's development, so dont ask me about:

  • Sounds
  • Decals
  • Visual Effects
  • Touch of horror

Please feel free to give constructive criticism ( Botervloot ) and fairly decent suggestions

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Edited by Pufulet
Posted

you better add props in decent places so i can cade

and smart crate spawns of course

Of course.

Props after everything else and crate spawns after the map has been finished.

Posted (edited)

Not bad. The props are already imaginable here.

1 question about gm_scarytest0009 - 0012

What is this thing actually?

Oh and Pufu, add Color_correction (if you know how to).

If you don't know how, I may help, experienced with it. :>

Edited by Mr. Darkness
Posted

Not bad. The props are already imaginable here.

1 question about gm_scarytest0009 - 0012

What is this thing actually?

A wall with multiple func_physboxes that fall off when enough damage is taken.

Posted (edited)

What I'm planning near the end of the map's development, so dont ask me about:

  • Sounds
  • Decals
  • Visual Effects
  • Touch of horror

What are going to be Visual Effects?

I can help with Color_correction if it is what it was meant.

Edited by Mr. Darkness
Posted

What I'm planning near the end of the map's development, so dont ask me about:

  • Sounds
  • Decals
  • Visual Effects
  • Touch of horror

What are going to be Visual Effects?

off the top of my head, env_flare and a neat effect I used in zs_greenie_lounge which emits this type cloudy smoke which I personally think can be used really well.

Posted

What I'm planning near the end of the map's development, so dont ask me about:

  • Sounds
  • Decals
  • Visual Effects
  • Touch of horror

What are going to be Visual Effects?

off the top of my head, env_flare and a neat effect I used in zs_greenie_lounge which emits this type cloudy smoke which I personally think can be used really well.

THEN IMA DO COLOR_CORRECTION FOR YA.

Posted (edited)

Developed the other side of the map a bit using different lights.

Next Step

Tweak some lights.

Change the yellow env_lightglow as they get too bright when standing far from them.

Tweak a few area portals.

Develop the dark red tile wall area. ( pics 2-7 )

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Edited by Pufulet
  • 2 weeks later...
  • 5 months later...
  • 2 years later...

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