.:`=-~rANdOm~`-=:. Game Servers

Technology (Read Only) => Mapping => Topic started by: Astropilot on December 13, 2011, 06:41:09 PM

Title: zs_beachhead (Teeny weeny itty bitty fix)
Post by: Astropilot on December 13, 2011, 06:41:09 PM
You can download the unfinished map here. This map is worth the weight.

Fix (1/5/2012)
-Fixed a bit of displacements
-Added water in sewers

http://www.mediafire.com/?8l76ns87ifa4imw (http://www.mediafire.com/?8l76ns87ifa4imw)

I don't have time to add pictures. Sorry guys!  Pictures below

(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0000.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0008.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0011.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0006.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0005.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0004.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0003-3.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0001.jpg)
(http://i1129.photobucket.com/albums/m513/StarpilotX/zs_beachhead0000.jpg)

Anyway the map consists of a beach and a beachhead at the end of the beach. There are several ammo boxes (In which I am willing to remove some) in some parts of the map. There is an NPC in one of the bunkers. There is also a USP match there. (I haven't tried but the first person to get to the NPC may give about 500 pistol ammo to you) There are lots of props in the map. A lot of oildrums and crates. Several other things too.

- May have a bit of problems with shades and shadows. Ignore them.
- Yay
- I am sorry if this map sucks. It's my first.

Tactics I would recommend (Trust me. I am a ZS expert)
- Control the base on the beach. It can determine whether humans can fall back to the bunker or keep killing zombies.
- Don't run all the way back. If one cade gets completely lost run back to the other rooms.
- Get 15 kills for SMGs. SMG's fired from the beachhead for fun zombie massacres!

My map is finished and good to go. This map has been released on Christmas Day 2011.


Title: Re: zs_beachhead (My first map inmaking)
Post by: TehHank on December 14, 2011, 03:18:57 AM
USP match = OP
that is all  :(
Title: Re: zs_beachhead (My first map inmaking)
Post by: Astropilot on December 14, 2011, 01:25:29 PM
USP match = OP
that is all  :(

But it's only one USP
Title: Re: zs_beachhead (My first map inmaking)
Post by: TehHank on December 15, 2011, 05:35:28 AM
But it's only one USP
Its a half life 2 weapon therefore OP.

Unless you can only get it after a certain wave.
Title: Re: zs_beachhead (My first map inmaking)
Post by: Astropilot on December 21, 2011, 12:11:36 PM
Good news! Map is finished. Just gotta put in the spawns!
Title: Re: zs_beachhead (My first map inmaking)
Post by: Deathie on December 21, 2011, 01:09:21 PM
Good news! Map is finished. Just gotta put in the spawns!

Screens?
Title: Re: zs_beachhead (My first map inmaking)
Post by: Astropilot on December 21, 2011, 03:49:42 PM
Ok ok ill go put up pictures....Just give me the FGD for zombie survival and ill finish the map.
Title: Re: zs_beachhead (FINISHED)
Post by: Astropilot on December 25, 2011, 11:31:03 AM
My map is finished. Merry christmas RND
Title: Re: zs_beachhead (FINISHED)
Post by: Astropilot on December 31, 2011, 09:09:50 PM
Astropilot: So when is my map gonna be in the server. :|
Astropilot: :|
.:~RND`=- coolzeldad -=: 7 years
.:~RND`=- coolzeldad -=: 7 LONG
.:~RND`=- coolzeldad -=: ARDUOUS
.:~RND`=- coolzeldad -=: YEARS
Astropilot: :;(
Astropilot: Aww
Title: Re: zs_beachhead (FINISHED)
Post by: coolzeldad on January 04, 2012, 07:29:52 PM
added, available after next map change
Title: Re: zs_beachhead (Teeny weeny itty bitty fix)
Post by: Mehis on January 06, 2012, 01:04:08 PM
Very interesting map. But hell, it's laggy.

· Add min, max fade distance to props to add some kind of optimization (1000-1500 would do it for both)
· Make everything, which players can't see nodraw. E.g outside the map.
· Func_detail EVERYTHING. Yes, almost everything. Credits (The box near under it is func_detail, but not the text. Why?), stairs, small slopes. Everything, which you have carved. For the love of vis leafs, think like vis leafs. I'm going to make an optimization tutorial...
· Change the skybox texture and lighting of light_environment. You could make it dark. It would prevent spawncamping.
https://developer.valvesoftware.com/wiki/Sky_List (https://developer.valvesoftware.com/wiki/Sky_List)
And follow my (terrible) tutorial how to change it.
http://forum.randomgs.com/index.php/topic,4273.0.html (http://forum.randomgs.com/index.php/topic,4273.0.html)
· Add cubemaps
https://developer.valvesoftware.com/wiki/Cubemaps (https://developer.valvesoftware.com/wiki/Cubemaps)
One in each room.
· Try to stop spawncamping
Add some props on the way. Add pits, so zombies can go hide in them. Stuff like that.
Title: Re: zs_beachhead (Teeny weeny itty bitty fix)
Post by: Astropilot on January 06, 2012, 01:05:54 PM
Very interesting map. But hell, it's laggy.

· Add min, max fade distance to props to add some kind of optimization (1000-1500 would do it for both)
· Make everything, which players can't see nodraw. E.g outside the map.
· Func_detail EVERYTHING. Yes, almost everything. Credits (The box near under it is func_detail, but not the text. Why?), stairs, small slopes. Everything, which you have carved. For the love of vis leafs, think like vis leafs. I'm going to make an optimization tutorial...
· Change the skybox texture and lighting of light_environment. You could make it dark. It would prevent spawncamping.
https://developer.valvesoftware.com/wiki/Sky_List (https://developer.valvesoftware.com/wiki/Sky_List)
And follow my (terrible) tutorial how to change it.
http://forum.randomgs.com/index.php/topic,4273.0.html (http://forum.randomgs.com/index.php/topic,4273.0.html)
· Add cubemaps
https://developer.valvesoftware.com/wiki/Cubemaps (https://developer.valvesoftware.com/wiki/Cubemaps)
One in each room.
· Try to stop spawncamping
Add some props on the way. Add pits, so zombies can go hide in them. Stuff like that.

About the lag. I don't lag at all. :|
Title: Re: zs_beachhead (Teeny weeny itty bitty fix)
Post by: Deathie on January 08, 2012, 01:17:31 AM
About the lag. I don't lag at all. :|

That doesn't matter.

You should try to optimize every map you make, for maximum performance.

CROYSIS
Title: Re: zs_beachhead (Teeny weeny itty bitty fix)
Post by: TehHank on January 08, 2012, 04:16:43 AM
Needs nodraw optimising.