Author Topic: zs_wip8  (Read 523 times)

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Offline jimonions

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zs_wip8
« on: September 04, 2011, 03:05:22 AM »
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Featuring 6 floors in an offshore facility.
Reused some textures from my failed ttt map and created a bunch more custom models.

incoming more pics this has been a 3 month wip and has yet to be optimized

Update:
Sorry if these are a bit dark, It wouldn't really fit the zombie theme if everything was fully lit amirite.tga

These are small parts of 5 out of the 6 floors.

Im almost hitting the func_detail limit so Im converting some of these things into props which could take a while as I would have to go through the whole map to replace them.

Some of these areas may appear bland but its just to provide better mobility. I assure you there are no cramped corners. All doorways are big, the only downside is your going to have to work together pretty well to survive. traveling in groups etc.
Try not to get lost either.

Each floor is accessible through ladders or stairs, the ladders may descend or ascend several floors. They are easily noticeable.

To help survivability I may add some spots for ammo and health kits that will re-spawn after periods of time.

each floor is color coded and have decals to help you know which floor you are currently on.













Update: basement level engine room
pretty much all floors finished now to optimize








« Last Edit: October 07, 2011, 03:56:30 AM by jimonions »

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Offline Deathie

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Re: zs_wip8
« Reply #1 on: September 04, 2011, 03:24:49 AM »
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Reminiscent of Cryostasis.



Dat lighting.


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Offline Cable

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Re: zs_wip8
« Reply #2 on: September 04, 2011, 06:43:49 AM »
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Oh boy, This looks great.

Make it a ttt map as well?

Offline ursus

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Re: zs_wip8
« Reply #3 on: September 04, 2011, 08:18:07 AM »
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Make something explode like you did in the last map.

Offline Deacon

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Re: zs_wip8
« Reply #4 on: September 04, 2011, 11:25:24 AM »
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oh shit, nice. looks great. side note, i need a better computer.

goggles? what do you mean

Offline Alphaggot

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Re: zs_wip8
« Reply #5 on: September 04, 2011, 11:44:09 AM »
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oh shit, nice. looks great. side note, i need a better computer.

goggles? what do you mean

3D Goggles?


Offline jimonions

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Re: zs_wip8
« Reply #6 on: September 18, 2011, 05:42:12 PM »
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Update, a couple of bland pictures.

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Offline Sally

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Re: zs_wip8
« Reply #7 on: September 18, 2011, 06:27:25 PM »
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Hey jimon I just have a question are you even using hammer to make your maps because i have seen people actally using a moddling program or 3ds max to do it with more detail into it and making it easyer for creating props?

Offline jimonions

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Re: zs_wip8
« Reply #8 on: September 18, 2011, 06:35:45 PM »
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? I use 3ds max to model if that's what your asking.

I find textures anywhere I can and modify them in gimp.

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Offline Sally

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Re: zs_wip8
« Reply #9 on: September 19, 2011, 04:18:36 AM »
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I was meaning if you had used a certain plugin that allowed you to make a map in 3ds max and compile in hammer. But never mind also use cgtextures there very useful for modeling because they dont allow it for modding there own texture to make it into your own texture or pack

Offline Lazer Blade

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Re: zs_wip8
« Reply #10 on: September 19, 2011, 09:44:32 AM »
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looks lke a good map for zs

Offline Alkaline

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Re: zs_wip8
« Reply #11 on: September 19, 2011, 01:13:33 PM »
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I was meaning if you had used a certain plugin that allowed you to make a map in 3ds max and compile in hammer. But never mind also use cgtextures there very useful for modeling because they dont allow it for modding there own texture to make it into your own texture or pack
There are Valve Plugins for XSI, Google Sketch up, Maya, etc. in your steam / steamapps / <username> / sourcesdk.

You can use these to make maps but there are tons of errors that occur. It's still possible but not as convenient.

And then there are programs like Propper which allow you to convert brushes inside of hammer into models.
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Offline Sally

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Re: zs_wip8
« Reply #12 on: September 19, 2011, 05:24:19 PM »
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Yeah of course I have never done it but for one thing that i do know is that you dont have as many crashes besides brushes that fail alot. But i get your poing oh and the
And then there are programs like Propper which allow you to convert brushes inside of hammer into models.
:D

Offline Mehis

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Re: zs_wip8
« Reply #13 on: September 27, 2011, 06:17:48 AM »
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Im almost hitting the func_detail limit so Im converting some of these things into props which could take a while as I would have to go through the whole map to replace them.

Too many entitys? Wow.
Can't you just make all func_details to one big? I like to do that.

Offline jimonions

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Re: zs_wip8
« Reply #14 on: September 27, 2011, 07:08:00 AM »
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It would probably cause major lag or other issues. There's a reason why there's a func_detail limit. I don't completely know what problems it may cause making all of them into one entity but from what I take on how the engine works it would perceive that you are seeing that one entity which would be in fact half the brushes in the map causing it to render all of them. Basically one huge model that's rendered all the time. This is just guessing I'm not trying it out.

I've stumbled a cross the equivalent of writers block at the moment so nothing new to show just yet.

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