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Marvin2106

nms_Cabin_In_The_Woods

25 posts in this topic

Have you ever played hl2, L4d or Portal? Well remember that part in each of those games where you are in a massive open area... Oh wait it never really happens because the source engine does not handle large open areas well.

Here is Hershel's Farm VMF file. Its not decompiled so things wont be broken.

There will be quite a few error models as I used lots of custom content, but hopefully you will be able to learn a thing to two.

Such as:

  • Large open maps are not cool!
  • How to make a level look a bit like a real place.
  • 3D skybox (sky_camera entity)
  • Area portals doors and windows.
  • Custom ending (extraction)

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Have you ever played hl2, L4d or Portal? Well remember that part in each of those games where you are in a massive open area... Oh wait it never really happens because the source engine does not handle large open areas well.

Here is Hershel's Farm VMF file. Its not decompiled so things wont be broken.

There will be quite a few error models as I used lots of custom content, but hopefully you will be able to learn a thing to two.

Such as:

  • Large open maps are not cool!
  • How to make a level look a bit like a real place.
  • 3D skybox (sky_camera entity)
  • Area portals doors and windows.
  • Custom ending (extraction)

did you saw the hardcore version? its the smal/Fixed version.

I was thinking about a costum extraction but i could need some help with that.

Edited by Marvin2106

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I just played your map, the hardcore one. It was quite challenging and fun. However, I got myself a respawn and when I died in hoping to use my respawn, the whole match restarted.

Kevin

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I just played your map, the hardcore one. It was quite challenging and fun. However, I got myself a respawn and when I died in hoping to use my respawn, the whole match restarted.

Kevin

Thats not the fault of the map its from the game itself, if you play alone the game restart if you die.

BTW: B1 released, fixed the health station.

Edited by Marvin2106

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I can't tell you I'm impressed by your map, it feels to me like your rushing to make a new map to release everyday. Please, take no less than a month to develop a highly detailed good quality map. Everything you've released so far has been rushed and or directly rips content out of other peoples maps who worked hard to create their own content.

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I can't tell you I'm impressed by your map, it feels to me like your rushing to make a new map to release everyday. Please, take no less than a month to develop a highly detailed good quality map. Everything you've released so far has been rushed and or directly rips content out of other peoples maps who worked hard to create their own content.

Nothing has been stolen in this map except the police car and it has credits.

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Read what gregster and porkchops said, they are trying to help.

And look at detail!! Add destruction, avoid flat consistent ceilings and walls, totally kills any vibe. Instead it feels like playing in a box with textured walls and ceilings with props lying around.

There are great tutorials around to help,making a map is not an overnight process like porkchops said

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Hmm... I think you should try making a map all indoors... without a massive hallow box around the whole thing to stop it from leaking. No point releasing poorly made map after poorly made map. Its just wasted time in my opinion. The sooner you learn correct mapping technique the sooner you can create a good map.

Since you are quite familiar with decompiling maps. Why don't you sit and study them for a while. Chinatown does not have a massive hollow skybox around it... remember.

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Have you ever played hl2, L4d or Portal? Well remember that part in each of those games where you are in a massive open area... Oh wait it never really happens because the source engine does not handle large open areas well.

Here is Hershel's Farm VMF file. Its not decompiled so things wont be broken.

There will be quite a few error models as I used lots of custom content, but hopefully you will be able to learn a thing to two.

Such as:

  • Large open maps are not cool!
  • How to make a level look a bit like a real place.
  • 3D skybox (sky_camera entity)
  • Area portals doors and windows.
  • Custom ending (extraction)

Holy fuck! I hate large areas, but you...you... did that map with absolute perfection! I love it, please do more of those.

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4eDCz2M.jpg

  • Displacement faces under the level that should be deleted
  • Massive skybox around entire level that should be deleted

Did you look at the VMF I showed you?

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Hey,

Found some minor errors, but i think you should get them fixed. :)

I think you forgot a door frame here, without one it looks a bit ugly.

http://imgur.com/q27f60O

In here, the ceiling has 2 different textures, don't know if you wanted it that way, but still it looks pretty ugly. And you forgot to align the other wall to match with the other 2.

http://imgur.com/DErE81e

And in here there is a decal error.

http://imgur.com/cRrdYCe

Please don't take this the wrong way! I'm only giving you some minor feedback. And listen to gregster's advice, try to make a map indoors without a massive skybox, like i used to do. ^.^

Edited by HeadshoT

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Its not a massive skybox anymore! Nice. Just now you have multiple things causing leaks!

eRdG5q7.jpg

- Func_detail more brushes that are detail.

- Transparent textures do not seal a level from the void (blackness)

- Entities outside the level will cause leaks.

- Use load point file to find out where the map is leaking.

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Thanks to all for the positive feedback really precciate that, i am going to fix these errors.

Edit: leaks should be fixed now changed textures skybox etc.

Download link changed.

Edited by Marvin2106

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Look at the compile log when you compile. It tells you if the map LEAKS!!!!!!!!!!

HwWAOvw.jpg

A leak will cause hammer to miss out the entire "vis" part of the compile (portal flow). This is the part that optimizes your map. FIX THE LEAKS BRO

IT WOULD HELP IF YOU MAP TO LARGER GRID SIZE. (Sorry for caps but my god I'm getting tired.)

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