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Porkchops4lunch

(WIP) nms_Gun_Store

29 posts in this topic

Been having some serious issues with coming up with map ideas, so in the mean time I decided to base a survival map around a gun store. Figured I'd throw up what's been done so far before I continue on with a bad idea. The following is what I've been chipping away at for the past two days, very early WIP (dev textures errwhere).



Ideas and suggestions always appreciated.

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I like the exterior geometry of the building, and the general layout. I think it works. That is good, but I think the general quarters for where the guns are held should be broken up. Those large brushes on the ceiling are going to be impossible to detail, and the general open-ness of the main room suspends belief too much. Another thing is the walls are too thin. Make the main foundation walls thicker, and use that to add geometry if you can. You should be making walls like on 32 or 16 / grid, and maybe 8 if you break up the wall to fit the 8 door prop.

But, like I said I think the layout is good, and it's def something I can see worth going for.

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I dun goofed making the walls thin but they're not a disaster IMO, I got the main layout finished and began texturing. Once again I'm not looking to make a ground breaking map, just passing time / practicing mapping until I can think up a worthwhile objective map.

day 3's progress:
2qinqs8.png early texture pass.

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2qinqs8.png

I gotta say, I like trims on the building with the cut corner and the overall brushwork. However, the whole store seems oddly placed for me, I think that's just me though. What is that black square in the middle of the store by the way? I really can't tell what it is supposed to be...

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Yeah, I agree it's a little out of place, I wanted the buildings to be pretty far out to block view of the zombie spawns. I'm not sure what you mean by the black square, do you mean the planter out front? or maybe the upstairs apartments? because I haven't gotten into all the lighting yet.

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its defo a good start, but hard to say anything about the outside like the others have said the indoor main area needs breaking up a little even if it were to be some simple columns, being honest though i live in the uk and there are no gun stores so i wouldnt have a clue how one is designed, like do they have bedrooms up stairs and loading bays for HGVS with ramps etc

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I am a shooter in the UK and trust me, there are gun stores! However, most of the gun stores i go to are small little shops on the road side or some ones house converted. And Normally, there is not a shooting range. Atleast In England, In america they do sometimes.

Edited by Dan22

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So basically the logic on this map is out the window, I just realized nobody is going to live in apartment above a shooting range, oh well. I'm going to continue working on it the way it is however because I feel like it will have good enough flow when it is finished.

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It'll be a great NMS map. You could also do NMO;

1. Steal weapons.

2. Kill shit until all said shit is dead.

3.Return to shop and casually drink beer and shoot windows :)

The end.

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those rooms coudl be used as motel rooms, you could also turn the gunshop into a hotel foyer/check in area, while making the building a 2 story motel.

You could also consider converting the gun store into a restaurant, or retail store for a more realistic placement

EDITED cuz my phone blows at autocorrect/typing

The building you made would look great as a 2 story motel IMO

2-story-motel-building.jpg

Also, you could do something similar to the L4D motel

Motel_2.jpg

I also like the idea transforming the gun shop into a retail store, and making it an apartment building

I like your idea, just a gun shop seems out of place, especially in a building consisting of apartments

Edited by Abilities

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Well abilities I think I've gone a little to far for converting, but who knows.

Day #4 progress:


Video turned out hella dark outside, you may notice I'm new to recording :P

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looking good so far, i like the location. would be cool if you limit available firearms or ammo somehow, like putting 0 bullets into the weapons and putting ammo somewhere u need a welder or keycode.

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I don't think you have enough guns

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All the guns on the shelves will have 0 ammo when I release it, I can't imagine any guns stores keep loaded weapons on display. I'm thinking I'll have the ammo behind a metal fence below the guns that need to be welded.

also the guns pretty much have to be unloaded anyway otherwise you can pick up multiples of the same weapon and stack ammo now.

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do it like the walking dead, have rare weapons, but have a locked up room, where you can only get into it after a certain wave or certain amount of time

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I think the gun store should be fairly limited weapon wise. Been looted or something.

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basically what i said it how greg described it better lol

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If you add a locked up room, put a custom texture code somewhere in the map that players will struggle wave after wave to find to get into that room, making it less easy. I'm doing that with my nmo. Even as an objective you need to look around for the code to pass.

Hope you add a story to the map, like was it a hold out before, was it raided, was it never touched. Did the parking lot hold a redneck gun convention or something, etc.

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Great work so far, I can't quite see if you have one already but you might want to add a bullet trap to the shooting range portion (just a simple slanted wall should do), it'll add a bit of extra detail to it with out having to put too much work in.

Also, place a zombie model in it's idle animation next to the targets and re-size them so they're a little more realistic in terms of sizing.

J9wYGFj.jpg

zigpeL9.jpg

Loving the wall mounted guns, maybe add strip lighting to showcase them a little better? (could have one flickering/sparking as well).

I'd consider making the place look a bit looted/messy like other people mentioned.

Maybe put some advertisements for various companies/new products on the support pillars you have in the middle of the main room, you could even make them look like they are framed and have a reflective glass to make them especially spiffy.

Consider adding some barred up windows to the front side.

Maybe add a running gas generator powering the lights so there's an excuse to have a bit more ambient noise to break things up?

dLMRV5tl.jpg

Some trees lining the opposite side of the street might provide a little bit of contrast as well.

Have a ceiling tile or two that has fallen out to make the interior feel a little more open maybe?

Add a staff washroom + break room? You could even have the door side wall of the shooting range have a soundproof glass window for an office that overlooks the shooting range (random keycode to open a safe with a few grenades in the manager's office?).

Maybe make it so the floor in the shooting range is a different type behind the firing line as well in order to break things up a bit.

Police car with flashing lights out on the main street to show how desperate even the police were for weapons & ammo?

There's lots of ideas you can pull together, try to tell a subtle story like Zombie_Expert mentioned by adding small details that paint a bigger picture.

Good job, keep play testing and keep adding more detail, this map has a lot of potential.

Looking forward to seeing more updates.

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Finnigans post is exactly what I'm looking for when I upload progress, many thanks.

Day #5 progress, pretty much 80% done, just need to do a big 'ol detail dump and use up some ideas that have been posted.


video is still dark but not so bad in full screen.

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The map is looking good! The store area is really nice to look at, I especially love the ceiling. I have one point of critic on construction though: The entrance doors. I think I can understand the rationale behind using that sort of arrangement (it's for areaportals right?) but it looks terrible aesthetically, maybe store larger glass doors like the gun shop in chinatown will be better... In addition, The map is kinda dark at the moment, but I'm sure that is temporary.

As for item placement; ammo locked up, 0 ammo for display weapons and hidden stuff all over the place are good calls!

I suggest having the welder spawn in random places, if you plan to have one lying around.

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as soon as I figure out how to set up random spawn points I'll have the welder spawn in 4 different spots. Also, I'm slightly struggling to figure out how to get the area portals to work like in the official maps with the black box that fades when your close. If anyone can give me a step by step guide that would be super cool, I've tried decompiling to figure it out but I can't get it to work.

and I'll play around with the doors and see if I can't find something better.

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you have to setup a func_brush covered in a black texture give it a name then on the areaportal theres an option to set the func_brush as its fade item, that is simply how you do it i dont know if i should explain it anymore because i dont know if you know how to use areaportals at all anyway, as for random spawn you need to use a few entities like a logic_case, point_templates with some simple i/o settings

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