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

Technology (Read Only) => Mapping => Topic started by: Loke on February 25, 2012, 11:02:09 PM

Title: zs_deadlab
Post by: Loke on February 25, 2012, 11:02:09 PM
Hai dere, I made a first map to be actually released  ;D

zs_deadlab

Spoiler (click to show/hide)

The map has 2 floors, main floor, and basement.
One HP station at the top floor, out in the open.
Fast Zombies are disabled! No more cheap-ass kills!
Three cading spots, all have 2 entrances.
Pics:
Spoiler: Human Spawn (click to show/hide)

Spoiler: Zombie spawn :) (click to show/hide)

Spoiler: Main Area (click to show/hide)

Spoiler: Basement (click to show/hide)

And the cading spots you will have to find!

DOWNLOAD LINK: :fire: http://www.mediafire.com/?nfz9ptx6uk6rd3w (http://www.mediafire.com/?nfz9ptx6uk6rd3w)  :fire:
Title: Re: zs_placeoftheundead
Post by: Deacon on February 25, 2012, 11:10:00 PM
those textures clash.
Title: Re: zs_placeoftheundead
Post by: Loke on February 25, 2012, 11:21:51 PM
What do you mean by clash?
Title: Re: zs_placeoftheundead
Post by: Deacon on February 25, 2012, 11:25:52 PM
They don't look well together. Just my opinion though :<
Title: Re: zs_placeoftheundead
Post by: Tezuni on February 26, 2012, 12:23:37 AM
Are there any props to cade with?
The map seems very open, so when fast zombies are unlocked, pretty early on, everyone will die without a bottleneck and props to cade.
I like the concept idea though...
Title: Re: zs_placeoftheundead
Post by: Loke on February 26, 2012, 01:18:15 AM
Did you even read the topic?
Title: Re: zs_placeoftheundead
Post by: Tezuni on February 26, 2012, 02:37:15 AM
yeah it says two entrances per cade spot which isn't a single bottleneck, plus the only props i saw in the photos were a few carts far off from entrance......so that's why I ask :S
Title: Re: zs_placeoftheundead
Post by: TehHank on February 26, 2012, 02:55:28 AM
The general appearance and colours make me ill
Title: Re: zs_placeoftheundead
Post by: Loke on February 26, 2012, 09:28:53 AM
Then i'll have to change the textures.

Any suggestions?
Title: Re: zs_placeoftheundead
Post by: TehHank on February 26, 2012, 09:44:40 AM
Give it realism. Make it so that you don't have random rooms for no reason.  e.g. big rooms for maybe meeting rooms and Small rooms for bathrooms or cupboards
Title: Re: zs_placeoftheundead
Post by: Loke on February 26, 2012, 11:12:29 AM
I changed the upstairs textures and added a few props to make the two cading spots in the basement more like what they are supposed to be and i am changing its name to zs_deadlab.

tell me what you think.
Title: Re: zs_deadlab
Post by: TehHank on February 26, 2012, 11:35:27 AM
If its going to be a lab then make Lab stuff from props_lab. Use decals like trash or blood for certain parts but dont over do it
Title: Re: zs_deadlab
Post by: Loke on February 26, 2012, 12:01:57 PM
Done.
Title: Re: zs_placeoftheundead
Post by: Loke on February 27, 2012, 06:47:08 PM
yeah it says two entrances per cade spot which isn't a single bottleneck, plus the only props i saw in the photos were a few carts far off from entrance......so that's why I ask :S

And did you read the fasties are disabled?

EDIT: Damnit double post
Title: Re: zs_placeoftheundead
Post by: Tezuni on February 27, 2012, 07:45:28 PM
And did you read the fasties are disabled?
Hmm...alright I missed that part :d

     I agree with Hank, that the appearance needs some work, for example, I see no static props.  Stuff like lab equipment, servers, etc.  Normally, I would say "if you want it played often, take lots of time and effort to make it good.", but ZS maps are now seemingly randomly selected
     Anyways I guess what I'm saying is that it has to be comparable to well-liked maps.  When I made my ttt map conspiracy, I said "if I am going to release this, it has to be better than ttt_gnome", which was already on the server.  Gnome was not a very good map...   So I spent ~3 weeks many hours a day making it, watching youtube tutorials for hammer editor, and it turned out OK for a first map :s 

TL:DR
Don't feel rushed into releasing it early.
Title: Re: zs_deadlab
Post by: Deathie on February 27, 2012, 10:23:41 PM
And did you read the fasties are disabled?

Explain.
Title: Re: zs_deadlab
Post by: Loke on February 28, 2012, 01:12:32 PM
Edited: Its logic_classunlock. Its the ent i used to control the fasty class
Title: Re: zs_deadlab
Post by: Loke on March 04, 2012, 05:35:27 PM
I want suggestions.

BTW sorry for the double ost it wont let me modify for some reason..
Title: Re: zs_deadlab
Post by: Tezuni on March 04, 2012, 11:40:09 PM
It needs details!
Right now it's just walls, ceiling, roof.  You should add style and architectural features to it. 
Supports, fountains, lab stuff, pipes, vents, etc.  Decals help add detail and are cheap in terms of optimization, such as blood and trash decals.  Static props like generators would work with your theme as well.