Work in Progress (W.I.P) thread

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Work in Progress (W.I.P) thread

Post by Games »

Ar you making a map and want to show your progress or want suggestions and idea's, well this is the place where you can.

RULES

-Keep ontopic. (only discussions about the w.i.p maps and things related to it)
-Give contructive feedback. (don't say your maps sucks, but give suggestions and idea's so the maker can improve his map)
-Don't post screenshots that are bigger than 800x600 dimensions. (with the [img] [/mg] tag )
-Don't post to many screenshots, but use links instead.
Last edited by Games on Fri Jul 14, 2006 2:36 pm, edited 2 times in total.
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Post by Games »

¿Moo only if you post screenshots with the Image tag than you should make the dimension 600x450, but if you post links like you did you can make them any size you want. :D
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Post by ¿Moo? »

oh lol :oops:
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Post by Games »

Well i can't think up something atm, but i would defently want to see something other maps don't have.If you take the map "zm_tr_b2" for example something like to pilars are interesting especially the ones with on the corners of the map.Or some trap doors which blok the entrance a bit for the zombie's but it can be damaged.Anyway if i come up with something i'll let you know. ;)
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Post by MoOnLiGht »

some guys find it cool, to shoot the barricade in the little
house down, from top the bridge..

is it meaningfully to make an bullet-block wall
infront of the little house?

see on the screenshot:

Image
Image
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Post by radioactive »

here are some more screen shots for your veiwing plesure:

Image

Image

Image


and just for fun:

Image


feel free to post and much helpful feedback as possible. one question im having a problem making it look like there are flies around the lites, i beleave you use dustmotes or dustcloud for that, im not sure.

anyone know?

p.s. any tips for a evil looking skybox, and maybe a little help on making one properly.
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Post by Games »

MoOnLiGht wrote:some guys find it cool, to shoot the barricade in the little
house down, from top the bridge..

is it meaningfully to make an bullet-block wall
infront of the little house?
Well if i catch anyone on my server that brake's my or someone else's barricade, i'll kick them of the server.
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Post by MoOnLiGht »

yes i think so too

when i make this one wall, than i must make walls overall ...

and that can' t be it
Image
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Post by icepick66 »

why oh why dont people configure their env_fog_controler, make it the same colour as the skybox so it dosent look like &$£"!.

thats all :D
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zm_Glitched

Post by Glitched System »

Been working on this for 3 days, I've still got some work to do. Its first map that I've ever made. I've gotten alot of positive response from some of the zombiemod players, they've given me ideas that I'm going to implement. Im going to add 1-2 more buildings ( Possibly underground ). Some containers outside. The Crane will be climbable... Here are some pictures
http://img.photobucket.com/albums/v502/ ... b20000.jpg
http://img.photobucket.com/albums/v502/ ... b20002.jpg
http://img.photobucket.com/albums/v502/ ... b20003.jpg
http://img.photobucket.com/albums/v502/ ... b20004.jpg
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Post by Crowskie »

http://img.photobucket.com/albums/v355/ ... es0000.jpg
http://img.photobucket.com/albums/v355/ ... es0002.jpg
http://img.photobucket.com/albums/v355/ ... es0016.jpg
http://img.photobucket.com/albums/v355/ ... es0005.jpg
http://img.photobucket.com/albums/v355/ ... es0019.jpg
http://img.photobucket.com/albums/v355/ ... es0017.jpg


Still pretty bare, and needs alot of work, but the general concept will be Ts and CTs have two spawn points each on the 4 platforms, and there will be two main holdouts on the bottom that have staggered entrances so that shooting down the tube on one, will weaken a breakable barrier on the other room. When the barrier is broken, the humans in the room are forced to divide their attention to 2 points instead of one. There will also be at least one more entrance in each room that will need to be defended. The room I am currently working on has a jail cell sort of thing that zombies can drop into. After a certian amount of damage, the cell breaks and he/she can get through. This leaves the humans the option of either trying to fight on 3 fronts, or taking an exit off the the side which leads back to the main chamber where they are fairly vulnerable to being swarmed.

The theme is a zombie research facility hidden underneath a army storage warehouse.



Also, I am having trouble with entities. What settings do you guys use for furnature and vending machines and such?
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:P

Post by Glitched System »

For furniture that don't move use Prop_static, for ones that DO move use prop_physics_multiplayer.
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Re: :P

Post by Crowskie »

Glitched System wrote:For furniture that don't move use Prop_static, for ones that DO move use prop_physics_multiplayer.
I know that much :wink: . My problem is I can't get props to work they way they do on the servers, where you can still stand on them and such. They are always to bouncy or you fall through them.
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