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About Atheist

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  • Birthday 03/17/2000

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    Russia, Krasnoyarsk

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  1. -del
  2. mat_specular 0 only hide problem but doesn't fix it
  3. nice map, I like brush work and lighting there, also good detailing (can't load screenshots on imgur, so I'll post it with dropbox) - use a pakrat or another similar programm to pak all custom files into a map - there are still some missing props and textures https://www.dropbox.com/s/5ejq2l7y0j3dmev/nmo_quarantine_v20004.jpg?dl=0 https://www.dropbox.com/s/d9ygi6lc4zcp73m/nmo_quarantine_v20012.jpg?dl=0 (see fix above) - need some soundscape on spawn, because when u walk back from street, u still have a street soundscape https://www.dropbox.com/s/gznwcehiem0fmsi/nmo_quarantine_v20000.jpg?dl=0 - that area looks too empty, also there is a skybox texture https://www.dropbox.com/s/zvr0rurypqtip3g/nmo_quarantine_v20003.jpg?dl=0 - nav need to be improved, mainly add some nav_jumps ( also make that shovel debris, so players couldn't stuck in it https://www.dropbox.com/s/lyxb6i4gsxz4zyr/nmo_quarantine_v20005.jpg?dl=0 - weird water, maybe I don't have some texture https://www.dropbox.com/s/3vp3pzfk86aezua/nmo_quarantine_v20006.jpg?dl=0 - unusable empty room behind this door https://www.dropbox.com/s/x5rjcdwy7a6tu54/nmo_quarantine_v20007.jpg?dl=0 - https://www.dropbox.com/s/jch5wjydea0no36/nmo_quarantine_v20008.jpg?dl=0 - there are plenty of dev textures (also that door overlap with the brush) https://www.dropbox.com/s/jnbsfty84nk8lpe/nmo_quarantine_v20009.jpg?dl=0 - that bridge goes to nowhere https://www.dropbox.com/s/h2igkgd2gdi4pwu/nmo_quarantine_v20010.jpg?dl=0 - not so many zombies on the street and in the last part, it is good, that map has big open areas, but maybe add more props so player couldn't avoid zombies so easily - shittons of unnecessary visleafs like this https://www.dropbox.com/s/gioj655ixni6q65/nmo_quarantine_v20002.jpg?dl=0 - map hasn't lags, but these wood boards shouldn't be a func_detail, so they could block player's visibility https://www.dropbox.com/s/7apz7pu3snhlqnj/nmo_quarantine_v20011.jpg?dl=0
  4. Map Name: nms_camilla Description: Average map size, pretty hard, two zones, urban setting, random trains, many secret places to explore Story: WIP Screenshots: https://imgur.com/a/wED8M Authors: - Extragamer http://steamcommunity.com/id/extragamer - Atheist http://steamcommunity.com/id/atheistnmrih Custom assets: - loading screen (WIP) Download link: https://www.dropbox.com/s/xcnwgbxtamfik66/nms_camilla_v3_1.rar?dl=0 Link to the thread on forum: https://forums.nomoreroominhell.com/index.php?/topic/12103-nms_camilla Some things, that could be changed on the map : - already deleted custom songs because they very heavy increased size of the map
  5. Map Name: nmo_underground Description: Players need to proceed through 3 underground tunnels to the cave and get out of the underground by using an elevator. Then they should find 3 items — battery, paint can and smoke grenade, transport all stuff with a cart and call for the helicopter. Story: WIP (translating) Screenshots: https://imgur.com/a/zP7rc Authors: - Extragamer http://steamcommunity.com/id/extragamer - Drunk_Steep http://steamcommunity.com/id/drunk_steep - Atheist http://steamcommunity.com/id/atheistnmrih Custom assets: - 3 pillar props by me (could be removed with rebuilding tunnels) - loading screen (WIP) Download link: https://www.dropbox.com/s/9tesrz32qsv3urm/nmo_underground_v1.rar?dl=0 Link to the thread on forum: https://forums.nomoreroominhell.com/index.php?/topic/12675-nmo_underground-update Some things, that could be changed on the map : - remove Cart objectives, make something different - rebuild 3 tunnels ( make them with the same design and size) - increase overall brightness on the map
  6. agreed with the6thmonkey, objectives need maybe transparent props, so player will know what he need to search for also need to improve nav
  7. да, согласен, оф карты это нечто, поэтому тоже старался над звуками и прочими штуками апдейт все равно нужен, потому что один из кодов не видно на минимальных настройках и может даже средних настройках
  8. спасибо за отзыв, я хотел отойти от маппинга, но иногда хочется поделать что-нибудь, поэтому в разработке новая nmo про детализацию не слишком понял, слишком детализировано или не совсем?
  9. well yeah, u have very tight areas and zombie brushes can't work properly, looks like they need wide areas, u can try different numbers in brush settings or spawn zombie via InputInstantSpawn in areas where u really want many zombies
  10. I guess you need to replace npc_makers and individual shamblers, runners and kids entities with zombie spawn brushes, then u will have enough space for entities. There are really too many of them
  11. Agreed with Fersigal in some points, here are some mine: - Add windows in rooms, maybe with barricades, so players couldn't see empty skybox, or at least add some vent grates, it will looks more realistic - Add some trash (food, graff decals, trash decals, bottles, boxes, boards and e.t.c), corridors look too empty and it is pretty hard to navigate in them, some little junk could help to remember places where player was - Make a chopper appear before cutscene, so it could look more realistic and players will see that chopper is coming - There is also a bug, that codepad and welder door are breakable, so u can get in areas before objective ends - Zombies "jumping" from ceiling is a good idea, maybe try to think how to make it more realistic, it is pretty weird how they get there
  12. I guess this happens because of big HDR scale of sprite on monitor
  13. Check Radius Culling (letter R in red cycle) on top panel, it must be off when you compile map or you will have Leak for no reason. I had this problem too, maybe some hot key enable it
  14. also use showtriggers_toggle to see trigger_"..." also works for zombie spawn brushes
  15. It is a good idea, but I already have ~140% entdata and I don't want to increase it anymore. But I'll try to optimize entdata and see if I can add sewers.