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Posted: Wed Oct 13, 2010 3:35 am
by Gary
Okay, once again I gave up on the map, but don't worry, I am trying once more(this is like my 5th try). I am now going for a "HL2 coast" setting.

I just set up a generator that can be depleted over use, the more stuff you have hooked up to it and on, the faster the generator runs out of gas. It even has a little meter to indicate how much gas is left.

I think I might finish it this time... I am really liking how it's coming along, the other versions never really worked, this one is really looking like the one.

Re: Zombie Survival (oc_survival)

Posted: Wed Oct 13, 2010 12:06 pm
by fug4life
Keep fighting, and dont be affraid to go with new ideas. Once you get a map out there and have a game with others running around your map, you'll get satisfaction in return.

Re: Zombie Survival (oc_survival)

Posted: Thu Oct 14, 2010 2:02 pm
by Gary
Thanks for the inspiration! I'll make sure you keep you guys updated.

Re: Zombie Survival (oc_survival)

Posted: Sun Oct 17, 2010 1:39 am
by Gary
I updated the main post, though all I did was place the entire post with a link to the wiki page.

So you can just click here to see it.


I really do believe I can do it this time, I will finish this map.

Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 2:36 am
by Gary
This is where the players will be holding off zombies(Heavy WIP).

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Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 8:12 am
by Axel_m3sh
Good god man, excellent work! Love the feel of the pitch black void.

Although I kinda imagined the camp to be slightly bigger :s

You're gonna expand it i presume?

Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 8:17 am
by Gary
Depends, I am not really sure how without taking up to much of the bridge.

Thanks for the input.

Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 10:51 am
by MaestraFĂ©nix
Very good. Add some wrecked cars in fire along the bridge and will be perfect.

Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 7:20 pm
by fug4life
wow, well I did say run with w/e ideas you have.

Fenix is right cars and trucks to give the zombies some cover, as much as possible. Also I agree with axel, a bit more of a buildable base, or enough props so players can make their own, maybe not cars though (should be static)so zombies have a clear route. to get through. some jump nodes for those fast zombies.

As for the map, you can probably 3dskybox the rest of the map and still keep things optimised.

Have you played the Americas Army map 'bridge' it was a snow setting with quite heavy fog, I'd say you could do the same, so your map still looks hot and plays with the sort of quantity of zombies u have going on thar.

Love the map though, it has much potential.

P.s fire is good though not too much ep2 fie kills framerates!

Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 9:20 pm
by Gary
Okay then, I will take all of your suggestions into account when I work on the bridge again. Thanks very much for all your input.


There is still much more to be done, such as the docks and the town. I am currently having problems with Terrain Generator, making invalid displacements(causing the game to freeze). Sadly, I might have to make it all by hand... which is going to take a while...

Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 9:23 pm
by destiny
why dont you create some kind of half sunken ship at the docks where one can find loot 2?

Re: Zombie Survival (oc_survival)

Posted: Mon Oct 18, 2010 11:59 pm
by Gary
I'm not too sure about that, it's not a bad idea, just not worth the work needed to create it. I am trying to keep things simple in a way, such as, not add anything unnecessary that will slow the map making process.

Re: Zombie Survival (oc_survival)

Posted: Thu Oct 21, 2010 10:26 pm
by Gary
Heavy WIP, lighting is temporary. I use dynamic lighting to get a basic idea of what I want the final lighting to be like, as dynamic lighting doesn't add time to the compiling process. This house is going the be the rebel outpost that created the Headcrab virus(which is why they are sensitive to UV).
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There is going to be a rebel biological warfare lab in the basement.
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Re: Zombie Survival (oc_survival)

Posted: Fri Oct 22, 2010 8:57 pm
by fug4life
Geometry looks well built (stairs), ceiling looks a little bare, cables are too thick, why use dynamic lighting, if your map is leak free it should take not much more than 10 mintues to compile everything. also columns on the walls, not exactly pillars but supports against the wall, also I like your door with the chopped top corners if you add a wooden frame inside that like 4 pixel inches wide would be nice. (I went ott with warmachine and door frames, but still it looks better than without, it just makes that doorway tranistion of textures so much better). Or atleast follow the texture alignment you have on the wall (with the dirt at the bottom) on the doorway arch faces.

Re: Zombie Survival (oc_survival)

Posted: Fri Oct 22, 2010 9:04 pm
by Gary
I don't like to take more then a minute or two when building stuff at first. Don't worry, all the dynamic lighting is gone at this stage, I will post the current version of this in a few minutes.