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Zombie_Expert

nmo_darkeningdemise

73 posts in this topic

Name: nmo_darkeningdemise

Players: 8 (Recommended 3 to 5)

Difficulty: Normal

Size: Medium

Time: 7 to 14 minutes to complete (estimate)

National Guard: (If they were in game and possible) friendly trying to keep back undead for you to escape

Objectives: 1. Find way out of apartments

2. Get through the backalley

3. Escape the Dead Walk

4. Find way around streets of debris

5. Locate shelter

6. Find way to get through gate

7. Run for your lives

Supplies: Uncommon

Weapons: Uncommon (Guns) common (Melee)

Ammo: Uncommon

Description: This is a short objective style map (might make a nms version after.)

Players will be put into part of a city where survival will become difficult.

Supplies and weapons will be rare and hordes will swarm around every corner.

The goal is simple, survive and find a way out of the city.

But with low supplies and many undead roaming about the streets, alleyways, and buildings.

Their demise seems close in these dark times.

Download: Click Here! Oh wait you can't.

Videos: OLD VIDEO

http://www.youtube.com/watch?v=163mJobv21s&feature=youtu.be

UPDATE 8/9/13

http://www.youtube.com/watch?v=etFQtcflzb0&feature=youtu.be

Screenshots:

OLD SCREENS

hl22013-08-0615-35-24-45005_0001_zps93dbhl22013-08-0615-35-24-45004_0001_zps92f6hl22013-08-0615-35-24-45001_0001_zps6151

Update 8/9/13

hl22013-08-0923-22-34-90_zps824819a5.jpg

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nice to see someone making an objective map :) any questions just ask

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From the small preview vid. My advise is to use the almighty NMRiH door frame models. Saves you a lot of time and effort!

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While your map is VERY early from the video, it looks like it will be cool. Looking forward to it!

Is the layout already done? do you have a layout of the map?

nice to see someone making an objective map :) any questions just ask

Hey mines probably only 5-7 more days before I start inviting people to test it out :)

Still a lot to be done, but it's almost in a playable state :)

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abilities msg me on steam and ill test it or help you with objectives

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I can't do objectives, scaling to be realistic/decent, nor good lighting. That's where I fall at mainly. The basic layout is already done and just need to add the buildings, ents, etc.

This was originally going to be like Resident Evil Operation Raccoon City style, guns and ammo all around and just go in 'gunz a blazin' for the COD kiddies that'll be swarming and pissing blood once you go public. Instead I decided to lean towards NMRIH style more. If anyone can help me with nmo mapping then please do. I've been really messing up on the scale of things lately, players would be looking WAY up to see the top of a typical house. I don't know why things are going like that nor what the **** happened.

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man you need to get the basics of scaling right then in that case, use the info_player_Start to judge scale and metic sizes like walls being 128 units high etc

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I also seem to have found an issue with func_breakable fists don't seem to break them only real weapons. So to get that rifle in the spawn room you need to just press E instead of having to break the glass. Then shoot the glass if you want to break it. But I can't seem to stop the player from nabbing the gun even with the glass in front of it, oh well.

I'm currently figuring out details to make sure the environment isn't too bland, but also watching the limit of entities. So far so good.

Trying to come up with ways the players must find supplies, like look behind dumpsters and get up on fire escapes to find something etc.

Are the NGs ready? Cause that's something I'd like to include down the line is the NGs.

What did you use again to manage the items spawn probability thing?

If anyone could I'm trying to also get the objectives down, so far two are planned but no idea still on how to set it up.

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Add me on steam, ill help ya out later when I'm home.

steam:Abilities

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I also can't get custom textures to work anymore the way I use to do it.

Make the vtf in paint.net

make the vmf in vtfedit

then look for custom

then apply texture

well now they only appear the typical pink and black checkers.

edit: here

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 308/8192 3696/98304 ( 3.8%)
brushsides 1970/65536 15760/524288 ( 3.0%)
planes 1306/65536 26120/1310720 ( 2.0%)
vertexes 3792/65536 45504/786432 ( 5.8%)
nodes 1620/65536 51840/2097152 ( 2.5%)
texinfos 838/12288 60336/884736 ( 6.8%)
texdata 57/2048 1824/65536 ( 2.8%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 1472/0 1472/0 ( 0.0%)
faces 2615/65536 146440/3670016 ( 4.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1184/65536 66304/3670016 ( 1.8%)
leaves 1631/65536 52192/2097152 ( 2.5%)
leaffaces 2969/65536 5938/131072 ( 4.5%)
leafbrushes 924/65536 1848/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17462/512000 69848/2048000 ( 3.4%)
edges 9590/256000 38360/1024000 ( 3.7%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 395/32768 3950/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5676/65536 11352/131072 ( 8.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1774424/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 152382/16777216 ( 0.9%)
entdata [variable] 52700/393216 (13.4%)
LDR ambient table 1631/65536 6524/262144 ( 2.5%)
HDR ambient table 1631/65536 6524/262144 ( 2.5%)
LDR leaf ambient 5690/65536 159320/1835008 ( 8.7%)
HDR leaf ambient 1631/65536 45668/1835008 ( 2.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/470 ( 0.2%)
pakfile [variable] 212734/0 ( 0.0%)
physics [variable] 108523/4194304 ( 2.6%)
physics terrain [variable] 1114/1048576 ( 0.1%)

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Don't worry about the details and how the environment just yet. you'll most likely have to go back and change them later, especially if you need to make changes in other areas. Lay out the level with dev textures and some reference entity/brushes. Your focus is too far ahead of your progress. You're focusing on ideas that are Not yet priority. While you should keep this stuff in mind when designing you should first prioritize your level.

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the entity limit is something like 50k you wont go anywhere near that man, as for the breakable set the health to something low like 5, make sure all sides are covered in nodraw except the glass side of course

ngs are not ingame yet

gregster is doing a video soon explaining objective but i suggest you figure out the basics first of actual mapping

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what lighting problems? i presume some props being really dark

some quick suggestions in the main house area

1, disable shadows on all props i.e lights etc

2, remove the doorframes and use the model doorframe either that or shrink them a little so fit in the doorframe, you'll find players finding it annoying to get through

keep up the work

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The maps going down hill. Close to being scrapped.

-Lighting issues

-Framerate problems

-Not allowing custom textures

-Not allowing custom music

-Nav issues

-Can't setup objectives

-Losing all interest

-Ready to press Z which has been bind in console to the command kill

Things are just plain and simple fucked, there you all now get it.

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You need to take things one step at a time, not sure what you're expecting to accomplish in 4 days. This isn't some built in map editor you can master in a week. Patience and an urge to learn even if you gotta teach yourself (although you got a pretty community friendly dev team that reaches out) is key. Without those stop because you won't be motivated to sit down and learn the technicals. (which in aspect renders the design aspect you learn useless) Remember this is a development kit tool, not a map editor. I'm no pro using this or anywhere near close but I bet someone with a lot more experience would at least somewhat agree.

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1. get BSPsource
2. decompile some maps and look at the technicals (don't copy and paste)
3. ???
4. profit

This is how I was able to complete a functional .nmo, along with some specific help from gregster (most notably using the nmrih objective tool and setting up visgroups).

If this is something you don't want to do, don't be afraid to set it aside. I started dead_labz right after my first .nms and was completely overwhelmed and lost all intrest in mapping altogether. After my second map I was much more comfortable with hammer and was able to set up simple objectives and effectively use triggers and all that fun stuff. I then came back to finish my abandoned .nmo without intending for it to be anything impressive and more for learning experience than anything. Cool story eh bro?

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Basically what abilities said, it takes months to get maps properly done just keep on it, i dont understand what you mean custom textures and music not allowed, of course its allowed, also worry about objectives once the rest of the map is done,

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Custom textures don't work. Look at the spawn room, see the missing texture? That's the result no matter how I do custom textures. I need them for codes, credits, signs, etc.

Can anyone teach me how to use the blasted bow too?! I don't think I get where the sight is and all.

Also if a mapper will, add me on Steam. I'd like to discuss lighting and fog. I figured it was mainly the fog that made the map too dark, but it's needed still for the theme. Lighting is also blackened out if fog is enabled and at a certain range which leads the street lights to be believed as off.

The downside to city/town maps is figuring out what kind of buildings to place so the streets don't look so bare and bland. A brick wall with nothing and windows and a roof brush on top isn't good, so I'm struggling to figure out what kind of buildings they can be.

I've also made the map so far, if the players have good eyes and or search every nook and cranny they'll find supplies very easily compared to those who expect them to be in front of their faces. ;)

So once it's done look around, be surprised where ammo, weapons, pills, etc. will be. Of course I made some little things to add to the map, but you'll need to figure those out when the time comes. Just don't get blown up. ;P

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you've edited the valve materiel file (.vmf) accordingly for your textures right?

I learned the how to bow by entering nav_edit 1 and using the curser as a crosshair.

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I added you on steam already, you say you're about to give up because of being overwhelmed but want to discuss fog n lighting? Your all over the place man! No wonder you're about to give up. 1 thing at a time bro

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I take my image file into Paint.Net, put it into like 512x512, 32x32, etc. then save the file as a vtf, put it into the materials folder in nmrih, then open it with VTF Edit, make a vmf, choose the surface (this doesn't affect it apparently), then save it inside the folder with the vtf. This was how I always did it, but now it no longer works.

Edit: I know that's my problem about going all over the place. Always has been.

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Get organized man, plan things out.. don't just open the editor and half way through something decide your map needs more/better lighting. In good maps everything complements eachother. Good lighting won't automatically make a map good, Especially If you don't take the time and thoroughly create everything.

If you stop jumping around and finish blocking out your level, then begin filling it in with textures, props, detail you will have Much better luck. What you will end up doing now is focusing on one portion/section of your map and not spread out the details and focus which not only takes you longer but the map really suffers a lot

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Believe me man, I'm far from pro at this. But I've been given enough direction from people here, and trial and error to know some of the bad habits, etc

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When i map it takes me ages to get it looking the way i want just keep working into it as for the textures the vmts will probably be wrong, not much could else be wrong for them not to work

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