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RPDSurvivor

nms_zps_asylum

54 posts in this topic

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?

No objective as of yet, and I did not know you could get out of the map :S

Working on the nav issues right now, I may just have to redo the entire nav/safezones :/

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I haven't found anyway out yet but I did crash the game dropping a bed on a ton of zombies :D
You've got two floating metal shelves by the way and it took me a while to figure out the cabinets were weapon crates. Maybe you could put glowsticks in front of them or something? I dunno.

34qjmnn.png

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I haven't found anyway out yet but I did crash the game dropping a bed on a ton of zombies :D

You've got two floating metal shelves by the way and it took me a while to figure out the cabinets were weapon crates. Maybe you could put glowsticks in front of them or something? I dunno.

34qjmnn.png

I'm not sure how to get the zombies inside without luring them. I could remove the D safe zone and see where that takes me. However before that, they would only spawn near A and would no go to B until A was down.

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When this is complete, I'm going to play the shit out of it. I love the atmosphere of ZPS so this is more than welcome by me.

Though I'd LOVE to see zps_town as a map maybe, with different buildings being the zones, then maybe the playground in the middle of the map would be where the chopper drops off its load.

I just think that'd be pretty cool.

(note: I am not trying to get you to spend more of your limited time on another map, just throwing an idea/fantasy out there)

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Woah woah woah. Don't spawn so many zombies at a time. I don't want my pc to explode. Make sure max zombies are around 60 to 75 at a time MAX. The amount to defeat each wave can increase each wave but make sure you only have about 75 zombies in the level at a time.

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Ouch. That's a lot of zombies! Flooded only has around 45 zombies allowed at once. People want high frame rates. Don't let the zombie panic team down brah. Their probably counting on you to show off their creations in an optimized, pleasant environment for players. :P

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Haha sorry guys, I've got an awesome ASUS, so I tend to forget people can't handle so many zombies.

As for the nav issues, any ideas would sincerely help.

And Demo, zps_town will not decompile, so I'm sorry on that one.

Since we kinda began talk of other maps, I have the remake I made back in 2011 of the .vmf of the Resident Evil 2 Umbrella Lab Beta that never successfully converted to L4D2, which I've got as a side project after this one. It'll be objective and I'll make a separate thread for it once I feel comfortable with the status of Asylum.

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Don't try to rush the map out. It will be cool only if you take the time to go all out with converting it. That is what everyone is saying.

I'd like to see the vmf. Would you mind linking it to me in the messenger?

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Don't try to rush the map out. It will be cool only if you take the time to go all out with converting it. That is what everyone is saying.

I'd like to see the vmf. Would you mind linking it to me in the messenger?

Do you want my failed attempt of a remake or the original .vmf?

I did some comparisons of my remake and the original and I missed a lot of content :s

On another note, the nav for Asylum is REALLY wonky, so if any of the staff mappers/mappers in general could take a look at it, you'd get a +1 internet and a cookie :P

Edited by RPDSurvivor

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So are you going to show me the vmf or what? After reading all of that I am still waiting.

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Whalp folks here it is, fixed and everything. I may as well include a changelog

And I have decided to leave this as a classic survival map. While objectives are fun and all, I still would like to retain the original play style for what the map was designed for.

nms_zps_asylum

v1.00 --> v2.00

Changes include:

Navigation Mesh:

Zombies no longer get stuck outslide room where safezone C is located

Zombies no longer get stuck on the barricaded windows outside of safezone C

Zombies can no longer climb on the barricaded windows outside of safezone C

Zombies can now reach all safezones without glitching

Zombies will now spawn from each of the four z-spawn brushes

Items:

Added glowsticks around supply closets

Added 6 new supply closets, one hidden supply cache (has a green light)

Added new random item/ammo/weapon spawn locations

Sounds:

Added ambient sounds to try and add more feel to the map

Changed the env_soundscape entities from zps's "DeadInside" and "DeadOutside" to the standard "Inside" and "Outside"

Zombies:

Lowered the zombie increment from 20 to 15

Lowered the number of rounds the living must survive from 15 to 12

Changed runner wave from 7 to 5

Changed child wave from 12 to 10

Changed the maximum amount of zombies onscreen from 150 to 75

Added a zombie spawn dubbed "Spawn D" outside the doorway to the fallen ladder inside safezone C (it is approx. 1/2 the size of the original safezone, but still allows zombies to spawn without getting stuck in each other)

Optimization:

Zombie changes above should help reduce onscreen (fps) lag and help server lag as well

Safezones:

Moved the "safezone D" to from outside C to the entrance of the Asylum

Reduced the size of "safezone D" from 302x159 to 256x159

Misc:

Removed test national gaurd NPC

Revised player spawns to better fit the flow of the map

I'll update this if 1.07 rolls out before I ship to accommodate all of the upcoming changes of course.

if any major (or even minor, preferably game-breaking) bugs come up, please let me know.

And could an admin/staff or anyone of higher forums power PLEASE moved this to the Finished maps section? Thank you VERY much!

Thank you all for the support and constructive criticism. Enjoy! :3

Screenshots:

nms_zps_asylum0020_zps2077f13c.jpg

nms_zps_asylum0021_zps67b6380a.jpg

nms_zps_asylum0022_zpsc3f9c9d0.jpg

nms_zps_asylum0023_zps55ee6135.jpg

nms_zps_asylum0024_zpsf2ec5b53.jpg

nms_zps_asylum0025_zps66528382.jpg

DOWNLOAD LINK: (New link in below update post)

Bug fixed, enjoy.

Edited by RPDSurvivor

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From what I played, I really enjoyed it. However, I think you should make it more apparent that the players get their weapons from the lockers (maybe have a spray painted arrow point to them) and maybe fix up some of the spawns by having zombies spawn outside of the place and walk in via the gates. As for the basement, maybe make an inaccessible staircase going downward, and they walk upward to the humans.

Overall though, liked what I saw. However, there was a certain set of doubledoors in the basement that hurt me if I got near them. You should fix that.

4SuWEdo.jpg

Congrats on the map man.

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From what I played, I really enjoyed it. However, I think you should make it more apparent that the players get their weapons from the lockers (maybe have a spray painted arrow point to them) and maybe fix up some of the spawns by having zombies spawn outside of the place and walk in via the gates. As for the basement, maybe make an inaccessible staircase going downward, and they walk upward to the humans.

Overall though, liked what I saw. However, there was a certain set of doubledoors in the basement that hurt me if I got near them. You should fix that.

4SuWEdo.jpg

Congrats on the map man.

I've used an arrow decal to mark some of the closets, the only issue though is it's near impossible to see the arrow on certain textures/lights.

Anyway, I'm glad you've enjoyed it. This is NOT a map to play by yourself ;P

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I've used an arrow decal to mark some of the closets, the only issue though is it's near impossible to see the arrow on certain textures/lights.

Anyway, I'm glad you've enjoyed it. This is NOT a map to play by yourself ;P

But did you fix the double doors in that picture that hurt you if you walk by them?

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But did you fix the double doors in that picture that hurt you if you walk by them?

Fixed it, forgot I had a trigger_infect brush that did .01 damage and infection chance :|

Anyhoo, update time. It's a minor update, but I'll still give it the version of "2.5"

nps_zps_asylum

v2.00 --> v2.5

Changes include:

Items:

Moved the first aid box from inside zombie spawn "A" to onsite safezone A

Zombies:

Added playerclips around the two zombie spawns "Spawn A" and "Spawn B" to avoid players getting stuck

Misc:

Removed the trigger_infect inside of "Spawn A"

Blocked off the majority of the basement area with playerclips to avoid players getting stuck inside zombies

DOWNLOAD LINK: http://www.mediafire.com/download/2s53n9mfltnoo21/nms_zps_asylum_v2.5.zip

(Whoever moved the thread to finished maps, thank you VERY MUCH! Would love to see some servers starting to host this!)

Edited by RPDSurvivor

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Okay, now the issue is there's a large invisible wall which completely blocks this area:

zJ8B78o.jpg

iISdV4Q.jpg

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Okay, now the issue is there's a large invisible wall which completely blocks this area:

zJ8B78o.jpg

iISdV4Q.jpg

Threw that there to dissuade players from going down there. Huge amounts zombies spawn there anyway, plus I've gotten hordelocked a few times. I figure I'd just block parts mainly pertaining to the zombie spawns. It shouldn't tremendously effect gameplay.

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I see. maybe just have something less immersion breaking stopping them from going down there? Maybe there's a busted pipe on the ceiling that's shooting out scalding steam downward in front of the path and it hurts them if they walk into it Or something like that, I'm sure you can get creative. Regardless though, I'm quite pleased with how this is coming out and I like how you added glowsticks by the lockers now, a lot easier to notice.

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This map is really well optimized i must say, despite having 100+ zombies during later rounds it runs really smoothly indoors. (outdoor areas get a little laggy, but not too badly)

My main complaint are probably how some items are hidden in completely dark areas, not that it matters too much considering the large number of item closets that are distributed in the map.

One more thing, I think you should put some form of message or tip regarding the item closets, they may not be very obvious at first; I personally wouldn't have noticed them if i hadn't read this topic before downloading :P

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This map is really well optimized i must say, despite having 100+ zombies during later rounds it runs really smoothly indoors. (outdoor areas get a little laggy, but not too badly)

My main complaint are probably how some items are hidden in completely dark areas, not that it matters too much considering the large number of item closets that are distributed in the map.

One more thing, I think you should put some form of message or tip regarding the item closets, they may not be very obvious at first; I personally wouldn't have noticed them if i hadn't read this topic before downloading :P

I've got some free time due to the holiday, might release a small patch including both your idea and Demo's idea, and thank you for the comments, they really help :3

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Not sure why but for me it goes crazy. Iv had this error before with a few compiles on my own maps. I manage to fix it by reducing the amount of area portals in the map as well as the amount of dynamic entities.

YpUN7YO.jpg

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Not sure why but for me it goes crazy. Iv had this error before with a few compiles on my own maps. I manage to fix it by reducing the amount of area portals in the map as well as the amount of dynamic entities.

YpUN7YO.jpg

I think you downloaded the hidden LSD version of the map, actually.

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Not sure why but for me it goes crazy. Iv had this error before with a few compiles on my own maps. I manage to fix it by reducing the amount of area portals in the map as well as the amount of dynamic entities.

YpUN7YO.jpg

Might want to redownload.. :S

On second though, I'll release a small update today. It SHOULD fix the issue you have in the screenie, if not then I'll try something else.

Edited by RPDSurvivor

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Another update folks, changelog below

nms_zps_asylum

v2.50 --> v3.00

Changes include:

Items:

Added more glowsticks around supply closets

User Interface:

Added instruction messages as game_text entities when each game begins (when the map resets)

Misc:

Added env_fire in front of the playerclip that blocks players from the B safezone zombie spawn

Added env_steam in front of the playerclip that blocks players from the B safezone zombie spawn

Screenshots:

nms_zps_asylum0028_zpsc5310cba.jpg

nms_zps_asylum0029_zps329424e8.jpg

DOWNLOAD LINK: http://www.mediafire.com/download/n7e1hbazb65jjk5/nms_zps_asylum_v3.00.zip

Enjoy!

Edit*: Some input on the game_text entities would be greatly appreciated!

Edited by RPDSurvivor

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**** WARNING: Transition table overflow. Grab Brian!"

Error still :(

Im gutted.

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