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billionlioe

nmo_zephyr

20 posts in this topic

Note: WIP, this topic is made to show progress on this map.

So, after many months of mapping inactivity, I've recently begun to continue a project of mine that had been put on hiatus for quite some time. Nmo_zephyr is an objective map set in a warehouse (freight handling?) complex and a trainyard. At this time the objectives system is fully working and most of the map had been decorated. All that is left to add now is the zombies, some small detail and the extraction.

Players will have to escape from an office roof, make their way to a freight station through either the storm drains or a warehouse, and will come in contact with a train engineer that will assist them in the extraction.

I thought sharing my progress with the community would be a good way to refine the map, as such comments are welcomed:)

All pictures are WIP, and will likely be improved as time passes.

Screenshots:

qx.jpg

Starting area at the roof of an office building.

wx7f.jpg

Office underneath the roof.

fhyp.jpg

Alleyway connecting between the office building and a warehouse(explorable). The manhole in the foreground is an objective as well.

98p3.jpg

Inside the warehouse.

mg1c.jpg

Sewers/storm drain (accessed through manhole in previous picture).

swgk.jpg

Yard in front of warehouse and freight station, brick building in the background is the starting building.

k3cp.jpg

Freight station interior. (probably needs more details and decor).

yfj5.jpg

Freight station interior, level 2.

yor0.jpg

Trainstation platforms from the outside.

5r9f.jpg

Turntable, there are 3 objectives that are placed here, one is mandatory, the other 2 is optional.

tqnt.jpg

Escape vehicle, there will be a train engineer that the survivors need to contact.

Edited by billionlioe

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Thrill! looking forward to this. I love trains!

chinathomas.jpg

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Thrill! looking forward to this. I love trains!

chinathomas.jpg

LOL, never seen Thomas there before unfortunately:\

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Map looks well built, only issue is that I would personaly change a few things. Anyways, all in all nice work.

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So it's been a few days, and some changes and improvements had went in since then;

For one, after staring at pictures of turntables for an hour or two I decided to put some more work onto the maps own turntable.

Namely, it now has a rim around it and circular marks inside the well.

lfi2.jpg

Added more lights in the storm drains, it was pitch black before so it was unpassable without a maglite.

54k9.jpg

bgos.jpg

Lastly, here is another pic of the warehouse courtyard area from another angle, the last pic did not show the right side of the map at all.

6ui3.jpg

Yeah needs more stuff there...

Also I intend to put a 3d skybox later, it isn't there yet therefore the horrifically abrupt borders in all the screens.

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Map looks well built, only issue is that I would personaly change a few things. Anyways, all in all nice work.

Thanks, Would you mind telling what you think is out of place?:P

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Looks lovely reminds me of hidden and dangerous for some reason!

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First off it's looking effin rad!!

Thanks, Would you mind telling what you think is out of place? :P

qx.jpg

The double doors on the left here^ looks really odd, almost liked you need a little more roof there, or the top of the door is too close to the roof trim? idk. it could be the angle too

6ui3.jpg

The red car that crashed into the 18 wheeler has a fire next to it that looks really odd, it's too far off to the side.

That's really all that comes to mind at a glance

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First off it's looking effin rad!!

Thanks:D

The double doors on the left here^ looks really odd, almost liked you need a little more roof there, or the top of the door is too close to the roof trim? idk. it could be the angle too

Viewing angle is not the cause, the trim itself is actually cut midway by the door, looking at it again it seems pretty weird, should change.

The red car that crashed into the 18 wheeler has a fire next to it that looks really odd, it's too far off to the side.

I can see you have an eye for detail, it took me a couple of seconds to see what you meant there, that fire does look out of place, but i remember putting the env_fire on top of the car, this is probably viewing angle, will check afterwards.

EDIT: checked, it's a problem with rendering, should be fixed now.

Edited by billionlioe

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Question to any mappers out there; Are the "start fade pixels" and "end fade pixels" entries on the worldspawn(map properties) usable? I tried changing their values, but all the props just disappeared until I go really close to them.

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Question to any mappers out there; Are the "start fade pixels" and "end fade pixels" entries on the worldspawn(map properties) usable? I tried changing their values, but all the props just disappeared until I go really close to them.

No idea. I know there's that max distance thing. The pixel one I think required something in addition. If it doubt, the valve developer wiki is always open :)

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An update; I gave up using the worldspawn pixel fade values and instead used the "farz clip" from env_fog.

Speaking of fogs, the map now has a proper 3d background with buildings chimneys and a wall of fog over the horizon.

In addition, more things had been added since the last version; such as an extra room in the first building and trusses for the parking lot beneath it. As well as a model of a caboose to add to the escape train consist.

Lastly, the rescue train is fully working with extraction set up.

Screenshots:

The silos to the left as well as the chimney structures are all part of the skybox

pgba.jpg

"boss" room in the first building

rww0.jpg

Great amounts of detail (on the ceiling) had been added to the parking lot area

zfwc.jpg

"Bay window caboose" model made with propper, the interior is made of brushes while the exterior is a model. I planned to take a picture of it in model viewer, but unexpected interference...intervened?

hxok.jpg

The escape:D

ycy0.jpg

I guess that is all for now, with any luck I would start putting zombie spawns soon, I just hope the fog will help to reduce lag and rendering problems:S

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If this map proves to be as awesome as it potentially could be, would you be interested in discussing an official inclusion in the build? The map would need to hit a certain visual and technical bar, but if it were accepted we could then make custom models for your train, etc.

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The loco looks pretty nice! Is that propper as well?

I recently made a train in propper

RPGOhaO.jpg

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If this map proves to be as awesome as it potentially could be, would you be interested in discussing an official inclusion in the build? The map would need to hit a certain visual and technical bar, but if it were accepted we could then make custom models for your train, etc.

Thanks for the offer, but I gotta finish it before anything else:P

Also slightttly bad news, my laptop blue screened today while working on zephyr, the vmf was wiped clean:O

I had salvaged a version saved 30 minutes or so before the crash, but the objective visgroups had to be redone since it was a decompile form the bsp...

It shouldn't be too much of a setback though, will notify about it tomorrow.

The loco looks pretty nice! Is that propper as well?

I recently made a train in propper

Thanks! Yes it is made in propper, so are the boxcars and flatcars.

Great (and cute:P) tube train you got there, I like it more than my own models:P It's so round and detailed, how much time did you spend labouring on that? Seems like a lot of work, especially the interior.

Edited by billionlioe

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This level looks pretty long, and fun. We love train levels around here. lol This is the first actual like train yard style level. I love that one part where you have the track spin. That's so baller, dude. LOL


Keep up the good work!

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[quote name=billionlioe" post="155710" time="1377773118] Thanks! Yes it is made in propper, so are the boxcars and flatcars. Great (and cute:P) tube train you got there, I like it more than my own models:P It's so round and detailed, how much time did you spend labouring on that? Seems like a lot of work, especially the interior.

Not to long. No more than 2 hours I would say

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Thanks for the offer, but I gotta finish it before anything else:P

Also slightttly bad news, my laptop blue screened today while working on zephyr, the vmf was wiped clean:O

I had salvaged a version saved 30 minutes or so before the crash, but the objective visgroups had to be redone since it was a decompile form the bsp...

It shouldn't be too much of a setback though, will notify about it tomorrow.

Are you using AMD cpu? I remember when I first started with Hammer my AMD Phenom would blue screen with hammer with "Cpu clock interrupt" and thats what happened. Basically every once and awhile I would lose all my work randomly from a blue screen. Well I can tell you that the AMD phenom didn't stay around much longer after that.

I went and got a Q8300. But then that died, bios went crazy. So went back to phenom as backup, go pissed again, got a fx-4170 and thankfully that AMD cpu did not bsod with hammer.

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Are you using AMD cpu? I remember when I first started with Hammer my AMD Phenom would blue screen with hammer with "Cpu clock interrupt" and thats what happened. Basically every once and awhile I would lose all my work randomly from a blue screen. Well I can tell you that the AMD phenom didn't stay around much longer after that.

I went and got a Q8300. But then that died, bios went crazy. So went back to phenom as backup, go pissed again, got a fx-4170 and thankfully that AMD cpu did not bsod with hammer.

Folks, another reason to go with intel. Once again

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Folks, another reason to go with intel. Once again

I am using intel (-.-')

Anyway, I think the problem was the cooling, the fan had been damaged from overuse/maintenance neglect...

Speaking of the map, I had been plugging at it again this morning, and will continue later in the evening. Still got a few decompiling glitches that needs some stamping.

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