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pinzdesign

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About pinzdesign

  • Rank
    Infected
  • Birthday 01/02/85

Contact Methods

  • Skype
    pinzdesign

Profile Information

  • Gender
    Male
  • Location
    Third planet from Sun
  • Interests
    Mapping, modding

Recent Profile Visitors

2427 profile views
  1. a survival map im working on now - will be set in rural suburb street with 4 residential houses - sky texture is most likely to be changed a picture to look at:
  2. canisters actually spawn all at once, but only one gets lit and yus, it's gona be a small alternative passage to sewers
  3. Ok i hope this is fixable in some way I got an objective which requires players to find few canisters to fuel an engine, the canisters share their name - but only one got highlighted with boundary when they spawn Canisters share name, so i can spawn them, count them, and highlight them using objective boundary any ideas?
  4. oi thanx, corrected
  5. map is released http://www.nomoreroominhell.com/forums/index.php?showtopic=11760
  6. DEAD ROCK (zombies go pic-nic) MAP INFO: A small survival map set in mountains/forest. Featuring custom textures! Waves: 10 Zombies start: 20 Zombies increment: 5 Kids start: wave 3 Runners start: wave 5 Resupply frequency: 3 waves DOWNLOAD: http://www.pinzdesign.com/nms_deadrock.zip MEDIA:
  7. Thanks for feed guys, i really appreciate that. So far i was bouncing from server to server to find out how it plays etc, and made a few notes for update update coming soon: - fuel canisters for final objective will be reduced to 3 - more health supplies - will remove/greatly reduce zombies spawning at busses, cars etc. - missing texture will be fixed as well, no worries
  8. DEAD ROCK A small sized survival map set in the forest/mountains. The map will have 1 zone and no more then 10 waves (undecided). Also, it will introduce some custom textures! Here is a picture of it :3
  9. Good idea, a kinda small persistant world - there's been an idea for "open map concept" somewhere in mapping forums and it's pretty great There could be some kind of shop system, some events shot on random, some persistant systems/objectives like powering up electricity for buildings to use light and elevators... even a car! The map would however need to be gigantic for not being boring, and therefore will need a great deal of graphical sacrifice i am already doing some scetches, and will gladly participate in any map project of this type.
  10. RIGOR MORTIS Rigor mortis - (Latin: rigor "stiffness", mortis "of death") is one of the recognizable signs of death, caused by chemical changes in the muscles after death, causing the limbs of the corpse to become stiff and difficult to move or manipulate. In humans, it commences after about three to four hours, reaches maximum stiffness after 12 hours, and gradually dissipates from approximately 24 hours after death. MAP INFO: Trapped in a local store, a group of survivors knows (somehow) there is a boat deep in the sewers, with exit to a river. Survivors must team up to scavenge enough fuel, while bearing a gruesome thought that there's only one seat on a boat... A medium sized objective map with scavenge elements. Objectives: 4 Zombie Spawn: up to 50 Runners Frequency: normal Kids Frequency: normal Weapons, Ammo: scarse COMING SOON: - alternative way - more objectives - custom textures - color correction - more gore and drama DOWNLOAD: http://www.pinzdesign.com/nmo_rigormortis.zip MEDIA:
  11. UPDATED! now with more cool things on the menu, chek the update section i hope you enjoy >.<
  12. yay, i checked on the effects in tools mode and figured out i tried to use pcf file names, instead of effects i n them, now i can get my traps done, thanks for the help!
  13. I have utterly failed to make particle systems for both fire and electric traps. Electric effects shows only blue sparks and fire doesn't show at all. I have used names of particle systems as it was provided here: http://www.nomoreroominhell.com/forums/index.php?showtopic=9828 I have also extracted .pcf files from archive and added them to <nmrih>/particles folder (yet no names from it seem to work) Heaaalp please! :-:
  14. what is ZPS? :-: the np decal i just found in the mats folder, as others
  15. A map set in urban/street as well as interior styles. Objective map, that is. Rigor mortis - (Latin: rigor "stiffness", mortis "of death") is one of the recognizable signs of death, caused by chemical changes in the muscles after death, causing the limbs of the corpse to become stiff and difficult to move or manipulate. In humans, it commences after about three to four hours, reaches maximum stiffness after 12 hours, and gradually dissipates from approximately 24 hours after death. here are some pictures >.<