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RPDSurvivor

nms_zps_asylum

54 posts in this topic

Hey guys, been awhile since I've posted on the forums.

Just wanted to port some of the stock maps from ZPS over to NMRiH, credit to the original makers of course.

I've already got Asylum done (mapwise), just haven't done the navigation part for zoombies yet.

So far, no crashes too ;D

2013-06-21_00009_zps1b7ededa.jpg

2013-06-21_00010_zpse392898c.jpg

2013-06-21_00011_zps6ddbe21b.jpg

2013-06-21_00013_zps98b0bf49.jpg

Edited by RPDSurvivor

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How are you setting them up? I assume a nms with waves. Still should be interesting

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I would much rather see some original content than some ports, but power to you for taking the time to convert some maps.

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Normally I'd frown on this stuff but NMRiH and ZPS are pretty much intertwined closely (as much as some NMRiH staff members say we aren't lolol)

I'd like to see how this goes, if it plays well I'll ask the ZPS team if we can do some neat stuff with them

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I used Vmex to get the .vmf file and found some maps will not work that way (not to mention some maps crash for odd reasons: example would be the cabin_b5 series of maps), so I'll make a list of what is and is not compatible as I go along with this.

I'm hoping to try and get at least one map playable before I ship in late July.

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Does this mean i can port all cs:s maps and its not frowned upon?

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Does this mean i can port all cs:s maps and its not frowned upon?

I feel like the answer should be yes, partly because cs:s maps have been ported/altered so many times for so many different games utilizing Source, and partly because it is of a different genre of game, so it's not going along of the lines of "both games have zombies and this map so they must be cheap copies of each other hurrhurr"

If that makes any sense.

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Does this mean i can port all cs:s maps and its not frowned upon?

No, I'm one of the Team Leads in ZPS and some of us don't mind 'too much' for ZPS ports (the official maps are 'ok', custom zps maps like cabin or lake are a big no no since they'll dilute the relatively nice selection of custom maps we have so far in NMRiH + you'll still have to ask permission from those guys), CSS and other ports are still bad since they were designed with a whole different kind of gameplay in mind

We rather do an official ZPS > NMRiH port in the near future when time permits, I'd like to see how Asylum plays out though :P

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I feel like the answer should be yes, partly because cs:s maps have been ported/altered so many times for so many different games utilizing Source, and partly because it is of a different genre of game, so it's not going along of the lines of "both games have zombies and this map so they must be cheap copies of each other hurrhurr"

If that makes any sense.

Straight up ports from other games are generally frowned upon since they're, as I said before, designed and optimized for the game they were originally designed for. NMRiH plays best with long relatively linear maps that have occasional branching paths (for objective), or small maps that have a focus on barricading (for survival mode). For example if I did a straight port of dust2 to NMRiH as a survival map, it simply wouldn't play well due to

  • How 'open' it is: in our survival and objective maps we don't exactly give the player a lot of choice on where to go. Areas are generally dark, claustrophobic, and extremely dangerous to around in. In addition to that if we do allow some maneuverability there's always a catch (infected water, one way paths like the hole in nms_northway, etc.) that the player has to consider. Finally we structured our maps in a way that it would keep zombies flowing to the important bits of our levels. Unlike every other game out there, our enemies are extremely slow so we have to design our levels with that in mind.
  • Optimization: We're on the 2007 build of Source, as a result we don't have official multicore rendering support. That really puts a damper on how many zombies we want on screen at all times, so we had to do a bunch of tricks to make it look like you're facing a lot at any given time. Long open areas (like Long A in Dust2) = bad since your ping will shoot up extremely high (you can have a ton of zombies in a map and it won't do much for client performance if you know how to cleverly section off your visleaves) and your FPS suffer a massive hit
  • Aesthetics: We sort of set a standard on how well an NMRiH map should look like. As a result, most of the current custom maps look good (or decent). Looks and atmosphere are especially important in a zombie game. In general, our maps are set in the Eastern Seaboard; it'd be really odd and weird to go from NYC's Chinatown to a nondescript middle eastern desert village set in the afternoon :P
  • Legality: It's generally not a good idea to do ports without asking for permission, even more so if it's a CS:S map port (we have Steamworks access and I rather not have it taken away for some odd reason :P )

Bottom line is, porting maps from other games are a big no no unless you have permission AND you're willing to make it look and play well for our mod. ZPS Official Map ports are probably the only exception though since both the ZPS and NMRiH teams are amicable towards one another and some of us even work in both teams. We just rather prefer if we did those ports on our own when both teams have some free time :P

Subway and Shreddingfield for instance would be really good NMRiH objective maps, ha

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I've been playing around with throwing items in the map and I was wondering if you all like the idea of item_inventory_box with the world model of controlroom_storagecloset_001a (the green metal cabinet with the doors closed all the way) spread around the map.

I'm trying to keep to the original map design without straying too far from it, as (sadly, maps like Town, Nightmare, Haunted and Silence were picked over Asylum).

I don't want to make something people won't enjoy or become too easily bored with.

http://www.deadmeatstavern.com/hl2_wasteland_models.htm

Specifically: controlroom_storagecloset001a.jpg

(Just read the above post and I guess it's back to finishing 3 year old unfinished map ideas and converting them to the NMRiH format) :/

Edited by RPDSurvivor

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(Just read the above post and I guess it's back to finishing 3 year old unfinished map ideas and converting them to the NMRiH format) :/

You need to read more carefully, anyone can do map ports as long as they have permission and they don't half ass it; I basically said it was okay for you to try porting over the official ZPS maps :P It'll be some time before we do it ourselves (a long time) so if you do a good job it's all fine (Asylum in any case was designed for a different mod that had Zombie NPCs but then got donated to ZPS so it'll work in NMRiH) and it could even be added officially haha

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Was made for D.E.A.D, i dont really like ports. why dont you have a go at making a asylum from scratch, based off the layout, that way you can use nmrih textures and models, and make it your own.

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Was made for D.E.A.D, i dont really like ports. why dont you have a go at making a asylum from scratch, based off the layout, that way you can use nmrih textures and models, and make it your own.

Unfortunately for me I literally have 31 days before I ship to basic combat training, and I put a lot of work/take my time with maps made from scratch, which takes anywhere from 4 to 9 months, so I'm on a time constraint.

However... I can put a lot of effort into a port and that takes anywhere from a day to maybe 3 weeks at most. It really all depends on how well the map was made and how compatible it is. (Credits to the author/permissions as always)

Edited by RPDSurvivor

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Unfortunately for me I literally have 31 days before I ship to basic combat training, and I put a lot of work/take my time with maps made from scratch, which takes anywhere from 4 to 9 months, so I'm on a time constraint.

However... I can put a lot of effort into a port and that takes anywhere from a day to maybe 3 weeks at most. It really all depends on how well the map was made and how compatible it is. (Credits to the author/permissions as always)

Good luck man. Also, I like what I see so far, been a fan of ZPS for a while.

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There are a lot of golden ZPS levels that hardly get played. Some that would translate well over to NMRIH where they would be appreciated again. Although, it's got to be done well.

I hope you are qualified to make it good.

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Thanks for the positive/constructive comments people, that really does help! :)

I've got a nav issue however:

I can get the wave to start and everything, and I've made zombie spawn brushes, but zombies will not spawn at all. Anyone know exactly how to fix this?

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I know. You need to mark the ground where each zombie spawner is with nav_mark_walkable then generate the nav.

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I know. You need to mark the ground where each zombie spawner is with nav_mark_walkable then generate the nav.

Done that, nothing shows up

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Oh, I know. Since 1.06 you need to activate each spawner with an I/O.

Go to your overlord_wave_controller entity, and add outputs:

OnNewWave > *Name of spawner* > InputEnable

Copy this for each of your spawners.

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Tried that and it still didn't work.

On another note, I had a national guard leader in the map to test him out, and when I killed him, the number remaining (pretty sure it's standard is 20) dropped to 19.

Other than that, no zombies spawning whatsoever, and the survival gamemode seems.. delayed. By a minute or so.

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Yes, that was the first thing I checked.

What I somehow missed was overlord_zombie_helper, and now HUZZAH! Zombies spawn

However the nav mesh is weird.. Zombies only spawn from downstairs, attack safezone A, then whoop around to B and C after A is done.. no zombies ever spawn from the front :|

Edit: Got the nav mesh to work right, expect a fully playable version within the next 2 hours! :D

Edited by RPDSurvivor

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Whalp people here it is: Enjoy

(Took down download link, had a nasty player spawn needing to be taken care of)

Comes with .bsp and .nav, survivors win after survivng for 15 rounds, green closets are inventory boxes that WILL disappear when all items removed, zombies start at 20 and increase by 20 each round, for a total of 1000+ zombies killed by round 15. I can change this number of course, I just thought people would enjoy a challenge like Northway or Isolated.

nms_zps_asylum0016_zps3ac643f4.jpg

nms_zps_asylum0017_zpsf2cff0a4.jpg

nms_zps_asylum0018_zps874c6c4f.jpg

Edited by RPDSurvivor

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All of the zombies get stuck at the wall outside of zone C (ontop of the dead guy with the ladders). There could be a few more flashlights around, you've hidden quite a bit of stuff in near bitch black. You could also disable some props, people like to stack things and get out of the map :P

I look forward to an update. Are there any objectives?

Edited by Porkchops4lunch

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