Technology (Read Only) > Mapping

zs_suburbs *coming soon*

(1/1)

TehHank:
zs_suburbs

Story
Once the infection had started spreading, mass looting and riots began as more and more people succumbed to the infection.
A few people of a suburb neighbourhood decided to group and help one and another. They decide to reach the shoreline and find sanctuary among the ocean.
However as the survivors prepare for the night, the lights switch off, as the street is plummeted into darkness. Soon screams are heard as the first few infected find the group.

Location
A small street is blocked off by a pile of cars. There are 2 houses and a small convenience store. A larger inaccesible house is nearby.

Content
Each building has a set of useful props to barricade with and the store has an assortment of small health vials.

Release Time
Soon...

MAP PROGRESS:
Map layout 90%
Textures 50%
Traps and secrets 10%
Human and zombie spawns 10%

Screenshots

Alkaline:
You should probably avoid putting secrets as it did take the fun out of your other map. The only kind of tolerable secret would be an Easter egg, like a sticky note on lost temple or a custom song that plays through a radio.

And also, you should avoid placing a large skybox around your map as this leads to optimization issues. Then when your map is ready for release, compile it under HDR Full Compile Final -slow!, in the Expert Compile Dialog Box, as this will dice/cut your visleafs thoroughly and will prevent artifacting of ambient light coming from the skybox. Obviously, this will take about x3 longer to compile but it will be worth the wait.

Other than that, I'd say I can't wait until you finish this as I always see you like to utilize as many props from the HL2 universe as possible.

TehHank:
*updated*
WIP image

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