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SleepySnep

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About SleepySnep

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  1. Wow, thank you so much for such a detailed and thought-out answer, it really means a lot! I haven't had any prior experience in hammer or pretty much any 3d mapmaking, the only experience I had was the few basic test maps I made prior to this to learn the ropes. I think that inexperience is a big part of a number of some of those issues you mentioned, but I definitely learned a ton by doing this and have a number of things I think I can improve upon in the future. I did use areaportals wherever I thought was appropriate, namely in each of the entrances to the building and in various doorways and windows and such. I didn't use any areaportalwindows, however, even though you're definitely right in that there's probably a couple places where they'd be applicable. Your comment about the flickering lights is something that never even occurred to me, and even though they don't bother me as much it would probably be worthwhile to slow them down and to make them less bright as well. I like the idea about the fences being pulled down, and I definitely agree that right now it's a little unrealistic to have the zombies just spawn around them. It's just always a little bit of a design tradeoff I think, since that also introduces invisible walls... I can probably get away with making some of the fences be pushed down towards the interior of the map, so that a player couldn't jump out but one could imagine a zombie climbing up it like a ramp. You're also definitely right about the key objectives; once I learned how to randomly spawn keys and a welding torch I admittedly copied and pasted that for the other secret areas lol. I like the exploding gascan idea and it might be worthwhile to make one secret be accessible only by welding torch rather than key/welding torch. I clipped as much as I could, and really the only thing I can think of that can be significantly exploited is the table in A. My issue with clipping certain things though is that from a player's perspective it's extremely frustrating to be trapped against a wall or a corner by zombies because you can't jump over an object that in real life you very easily could vault over. I'll look into it a little more though and see if I can find some reasonable stuff to clip. As part of my own thoughts, I think one of the biggest issues with the gameplay of it right now are that most of the objective entrances are pretty close together---especially B---which makes it easy to defend the point just by corralling the zombies outside the objective and just meleeing them. I think it'd be a ton of work to redesign and restructure those parts of the map though, so I think it'll probably just be something I keep in mind for the future... Thank you again for your input and I'm glad you found it interesting!
  2. nms_substation After weeks of frantically fleeing the zombie hordes which terrorized the world and turned the dense cities into deathtraps, in your flight you and your group eventually stumble upon a small rural power station and hope to find respite for at least a short while. You quickly recognize the signs of a failed last stand here though; blood stains and chewed corpses, frantically gathered ammo piles, partially demolished barricades, stained and sticky firearms with half-empty magazines. Your group attempts to retreat, but is quickly stopped by the reanimated corpses of those who previously tried to defend this place and the hordes of ghouls which took their lives, and you are forced to pick up whatever scattered weapons you can find and fight to defend yourself until escape is possible. Will you conquer over these hundreds of shambling monsters who moan for your flesh and blood, or will this dark station become your final resting place before you too join the monster's nightmarish ranks? Nms_substation is my first nmrih map and is set in an old substation modified into a makeshift stronghold. It has 2 zones and 10 waves of zombies before rescue arrives, with supply drops every 3 rounds, and runners and child zombies arriving after the first and second resupplies, respectively. Download: https://drive.google.com/open?id=1aOVEHPAUe8P_cxLs7JWiR-mUiJdFOKdd Screenshots: This being my first map there were a number of things design-wise which I would have done differently, but I would love to hear any and all thoughts about things you like/do not like about this map! Enjoy! Download: https://drive.google.com/open?id=1aOVEHPAUe8P_cxLs7JWiR-mUiJdFOKdd