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billionlioe

nms_motel (re)release

12 posts in this topic

Note: 1.07(steam) version

Most of you probably remember this map from my very first topic(and post) on these forums. It really has been a while since any news about nms_motel, but rest assured as it is now compatible with the steam build:3

Story:

A remote motel in the middle of nowhere provided a sanctuary for survivors of the infection for a time. After a failed takeover attempt by the National Guard, safety became compromised as the undead swarmed from the depths of the woods. Now you must survive the hordes of reanimated corpses until the escape vehicle is prepared. But with the general store on fire and the ammunition shed locked up, it would help0 for the reinforcement helicpter to bring a welder or fire extinguisher...

Screenshots:

nvmp.jpg

50fl.jpg

ecbv.jpg

1hku.jpg

00hk.jpg

0o7h.jpg

Features:

- 10 waves, 3 supply drops

- 2 zones

- small shed with supplies openable by welder

- on-fire general store extinguishable with fire extinguisher

- soundscapes included (friggin finally)

- custom extraction

- secrets:3 (functional & aesthetic)

DOWNLOADS:

==>BETA 2<==

Changelog:

Steambuild Beta 1
- Moved to steambuild
- Plenty of textures were replaced, namely hl2 and missing ones
- Skybox altered significantly
- More details added to particularly plain areas
- Added support for new weapons (ok, I didnt really do much here, just gave the possibility of bow_deerhunter spawning in a particular area)
- Changed some models, notably the toilets are spiffier now
- added more lights for aesthetics
- increased flourescent light buzzing sound volume
- soundscapes added (friggin finally)


Steambuild Beta 2
- Store fire changed to particle effects as opposed to env_fire
- Explosive (mainly exp_molotov) spawn frequency increased
- Added sounds to store fire
- "Camilla's" brushwork and textures improved slightly
- Cubemap error encountered(cubemaps are all black)/ no fix

Edited by billionlioe

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I'm at work and I can't see any screenshots because Ubisoft apparently blocks Mediafire....

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I'm at work and I can't see any screenshots because Ubisoft apparently blocks Mediafire....

Wow, you're fast. A lot of workplaces block mediafire huh? Now I'm considering going back to imageshack:\

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Looks alot better than the previous verison I'll give it a go when I get home

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Improved work, and I can't spot any real issues with it. Only thing I guess I can bring is that I hate flat roofs. Even that's minor compared to the quality of work I see.

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Improved work, and I can't spot any real issues with it. Only thing I guess I can bring is that I hate flat roofs. Even that's minor compared to the quality of work I see.

The roof is flat for optimiszation reasons. Personally I hate them too, but it's either that or worse fps:p You would be interested to know that in the very first iteration the roof was angled, it was so long ago I forgot it had ever been that way until a few hours ago.

Looks alot better than the previous verison I'll give it a go when I get home

Thanks:) I can't take all the credit, whoever made the textures deserves the compliments as well.

EDIT: Ohey, it's my 100th post:3

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It's looking better! But I think you need to break up the horizontal nature of the map. Get some more verticality and height variation in there.

Also, it looks like it just has a bit of an HL2 vibe to it... maybe it's the lighting or texture/asset choices I'm not sure.

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It's looking better! But I think you need to break up the horizontal nature of the map. Get some more verticality and height variation in there.

Also, it looks like it just has a bit of an HL2 vibe to it... maybe it's the lighting or texture/asset choices I'm not sure.

Thanks:) However, I don't think I'll be adding anything major into the map anymore; I've sort of moved on. But technical support and bugfixes will still be provided.

The HL2 vibe could have stemmed from the fact that I made this map after transitioning from mapping in HL2.

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Thanks:) However, I don't think I'll be adding anything major into the map anymore; I've sort of moved on. But technical support and bugfixes will still be provided.

The HL2 vibe could have stemmed from the fact that I made this map after transitioning from mapping in HL2.

Thats a pity, especially since our activity is hopefully about to go up thanks to steam, its a great survival map.

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Thats a pity, especially since our activity is hopefully about to go up thanks to steam, its a great survival map.

I think the activity broke the forums this morning :P

As for the map itself, who knows maybe I'll get bored and ramp it up a bit (literally ramp it up with height variation that is)

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Version 2 is up! Changed some textures and made the store fire a particle effect. improved soundscape usage as well (thanks to decompiling and poring over chinatown, so thanks mapper of chinatown :D)

In addition I found something odd with the cubemaps; it's compiled as full black. only motel has this problem, zephyr doesnt. :\

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