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Socialstyrelsen

nmo_sweden1_v1

59 posts in this topic

A Swedish Midsummer! (part 1)

Story:

Some called it a zombie apocalypse, but Björn did not believe it. His neigbours were just as dumb and mindless as always. Therefore he decided to invite you to come and celebrate midsummer as usual. Little did he know that opening cans of delious surströmmning (rotten fish) would attract the neigbours (and upon closer inspection they actually seemed a bit sickly).

Having taken one too many schnapps, and in no shape to handle such a problem, Björn brilliantly suggested you should all go hide in the wine cellar while sobering up. Somehow, the plan did not work. The zombies are still outside, and the wine cellar smells bad since Björn pissed in the corner.

Pictures:

B69QZLw.jpg

Qn5VCqF.jpg

0Ynpyai.jpg

Videos:

Teaser:

http://youtu.be/MwfJ3Hvw5MY

Gameplay (from old version, when it was darker):

http://youtu.be/HjN4AdYmCXU

Credits:

Music:

??? - Helan Går

Lok - Bedragaren i Murmansk

Custom props:

Shrubs/cliffs - Norpo

Trees - Moroes

Curtains - Pedroleum

Boat - Redistributed by Tonight /A/ (retextured and propperfied by me)

Bed - WaterPyro (retextured by me, also removed power 4 displacements)

Latus - RadioRob (retextured and propperfied by me)

Fence - Espilon (retextured and propperfied by me)

Photo:

Bengt Nyman

I would like to thank thegregster101 for posting the VMF file for Hershel's Farm. Without it I would NEVER have been able to create this map. Having a WORKING example to learn from is about a thousand times more easy than trying to follow some outdated tutorials for things that are no longer working...

And thank you to Abilities, billionlioe, CalebMichal, Dr Hammer and grasn for answering my questions in the forum.

Download:

v1:

http://www.mediafire.com/download/0ecq3fg45qxz33b/nmo_sweden1_v1.zip

Also, here is the VMF file.

http://www.mediafire.com/download/o9dmhilfcyaquhc/nmo_sweden1_v1.vmf

Please look through it and tell me how I can improve. I have never used the Hammer editor before. I did a lot of mistakes and wasted an insane amount of time trying to correct them. If you are looking at my map to learn, just have in mind that I am NOT an experienced mapper, so the way I've done things might not be the best way, it might even be completely wrong. Actually, my map is pretty broken to be honest and it's really hard to get the compile to work. I will not bore you with the details of my suffering, but I'll give one example: Deselecting player clip from the visgroup will break the light.

Anyways, I don't mind if people modify the map or borrow elements/setups from me as long as you:

A ) Give me credit.

B ) Don't cause any confusion, i.e. if you modify my map, it needs to be CLEARLY distinguishable from the original version.

(For example: If you think it is too dark and want to make it brighter. Then change the map name to nmo_sweden_daytime and then in the in-game message write:

"Made by Socialstyrelsen / Brightened by XXXXX".

I was planning to provide you with a zip-file of all the custom content to simplify modifying the map, but I realized I'm probably not allowed to redistribute the stuff I did not make, so you have to download or extract it yourself. Also, if you want to modify the objectives you have to temporarily remove the game_texts containing the credits or the NMRObjective.exe will crash.

I will continue working on the map of course. I have gotten a lot of good suggestions about things to add and change!

Language lesson:

Glad midsommar! - Happy Midsummer!

Surströmming - Fermented herring http://en.wikipedia.org/wiki/Surströmming

Härbre - Old storage house http://translate.google.se/translate?sl=sv&tl=en&js=n&prev=_t&hl=sv&ie=UTF-8&u=http://sv.wikipedia.org/wiki/Härbre

Norrbaggar- Old derogatory term for Norwegians http://translate.google.se/translate?sl=sv&tl=en&js=n&prev=_t&hl=sv&ie=UTF-8&u=http://sv.wikipedia.org/wiki/Norrmän

Socialstyrelsen - National Board of Health and Welfare http://www.socialstyrelsen.se/english/

Edited by Socialstyrelsen

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Some things I have not been able to do:

Include a custom loading screen (http://www.nomoreroominhell.com/forums/index.php?showtopic=11216).

Block sprites on the paths and roads.

Remove strange shadows from the doors. I have disable shadow on both the door and the door frame, but still the door is black.

Door handles on the doors. They don't appear, I don't know why.

Edit: Those doors are broken. I had to decompile them, edit the qc file and recompile. But it works now.

Make the sky reflect in the windows when outside. I spent A LOT of time trying to get this effect to work. It looked great but never worked 100%. I tried using areaportals, areaportalwindows, sky texture, and a lot of complicated setups with several layers. My last try consisted of making a custom reflective texture and then tie it to a cubemap but to no avail. I think using a cubemap is the best alternative though, but I don't know how to do it.

Edit: Fixed! Oh so pretty!

B2DAaHp.jpg

Also HDR lightning made the sky ugly (grainy). But I don't know how to make the sky darker without effecting the light level.

I've tried to optimize the level, but I have a feeling it is a very heavy level performance wise (runs great on my system though). I tried to use +showbudget console command but it didn't really give me much. I think one of the worst culprits (next after all the zombies) are too many dynamic props. But I don't really understand. A LOT of the props can ONLY be used as dynamic. To me it makes no sense why everything has to be dynamic. Do I have to recompile them as static somehow? That seem like an awfully complicated thing to do...

Anyways... it will be interesting to finally play this in multiplayer. I hope it's not completely broken. =P

I will report back when the first testing is over.

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Some things I have not been able to do:

Include a custom loading screen (http://www.nomoreroominhell.com/forums/index.php?showtopic=11216).

Block sprites on the paths and roads.

Remove strange shadows from the doors. I have disable shadow on both the door and the door frame, but still the door is black.

Door handles on the doors. They don't appear, I don't know why.

Make the sky reflect in the windows when outside. I spent A LOT of time trying to get this effect to work. It looked great but never worked 100%. I tried using areaportals, areaportalwindows, sky texture, and a lot of complicated setups with several layers. My last try consisted of making a custom reflective texture and then tie it to a cubemap but to no avail. I think using a cubemap is the best alternative though, but I don't know how to do it.

Also HDR lightning made the sky ugly (grainy). But I don't know how to make the sky darker without effecting the light level.

I've tried to optimize the level, but I have a feeling it is a very heavy level performance wise (runs great on my system though). I tried to use +showbudget console command but it didn't really give me much. I think one of the worst culprits (next after all the zombies) are too many dynamic props. But I don't really understand. A LOT of the props can ONLY be used as dynamic. To me it makes no sense why everything has to be dynamic. Do I have to recompile them as static somehow? That seem like an awfully complicated thing to do...

Anyways... it will be interesting to finally play this in multiplayer. I hope it's not completely broken. =P

I will report back when the first testing is over.

For the doors: The nmrih props_c17\door01_right.mdl and the hl2 props_c17\door01_left.mdl work for me, handles are present and they're not destructible.

Your map looks incredible. I'm about to hop on to the server and see how it plays.

Thanks for giving us another NMO map, Social.

The players will be very happy.

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Very Very difficult, but for a first map this is fantastic. with some tweaking on the difficulty I can see this getting a lot of playtime. recommended for hardcore nmrih veterens.

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I love how extremely unforgiving this map is. Even though it needs some tweaking here and there (especially the ambient lighting and clip brushes), I still had a blast playing this! A very impressive first map.

Edited by durkhaz~

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He is currently trying to fix all bugs and errors we noticed yesterday. So there is not gonna be a download link before it he fixes it. The server is down for now.

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Ooohhhhhhh! So this is your Magnum Opus, CANT WAIT TO DIG IN :3 Will edit after playtest (sometime after it).

EDIT: just realized that there is no download link (yet) :\ well, that was embarassing. Also, as a side note, just noticed what your name means in swedish lol.

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CANT WAIT TO DIG IN :3

EDIT: just realized that there is no download link (yet) :\ well, that was embarassing.

I know that feels bro. How am I suppose to give thought-out, well-worded, constructive criticism when I cannot play the map myself. Hopefully our suffering will be short-term.

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Moved out of finished maps sub-forum. When you add a download link I will move it back.


Thanks!

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Good ol' Bubka3, come to save the day again.

But this is really quite the occasion, we haven't had a good custom nmo map in a while. And it's always nice to see people trying to fill that void.

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Some things i noticed-

-Spawn is just too hard. I get the idea that you don't really want people to be stocked up on weapons when they leave the spawn, and want them to go look around for some. But with 1 entrance, limited movement space, and zombies flooding in, it's just nuts. Dying this early without even getting a chance to do anything or protect yourself can be a birch to sit and wait. Also, If you aren't one of the first people out the doors you get screwed and swarmed by zombies. And assuming all the survivors ran into that shed to survive, they probably would have had SOME basic things like a kitchen knife, wrench, shovel, etc. Maybe consider spawning A FEW of those, so at least some people can clear the spawn entrance for others to stand a chance. And then players can go out scavenging for real weapons to defend themselves proper.

-The yard is too dark, At first I thought the lights were actually on, and just very dim but then you restored power and turned literally almost every light in your level on. The darkness is only really tough because the paths are tight, Lighters are great here but it still doesn't work well especially with flashlights since you can't see other players dynamic lights (flashlights, etc.) well. I'm not saying light the whole place up, but light something up even if it's a candle on the deck. Create a little section of salvation, a place where players can gather and regroup. Especially since that seems like the place to go when you dispose of those tanks.

-Place a few light entities above the garden lights in the backyard. The plants looks good but the ground is too dark, and not luminated around the lights at all, looks unnatural.

-Inside the house you have a set of stairs that curves up to the 2nd floor. The staircase looks unnatural (and i noticed could be made better. You should take those square steps, and cut the bottom half off, creating triangles looking steps in 2d side view. Then create a base underneath them for support. Similar to this but without such a large base

mapping_stairs.jpg

-Some objectives aren't really clear enough, but I'll let you know which when I test later.

-The objective where you have to collect 8 parts to get the car started, some seemed a little odd. (maybe switch a few props with like spare tires, a rear-view mirror prop, etc.)

-The forest part looks really cool, but it was so dark on my computer I couldn't see zombies right in front me. A cool idea without brightening it up would be to have Bjorn shoot off a flare above the trees in the sky there, and you could have it just sit and pulsate in the sky giving off a feint red glow in the forest, giving just a little bit of light to see but not feel safe.

my biggest issues were the complete darkness. I'm not saying hold the players hand, but it seemed like 7/8 of the level I was playing/watching people in complete darkness. Add just enough light in places to give it some flare, or zing. Starting at blackness can be a little frustrating after a few minutes.

I'll add to this when I get out of work and play a little later! Great job so far!

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Moved out of finished maps sub-forum. When you add a download link I will move it back.

Maybe it should stay here. It's just a beta version.

The server is up btw. Will be online 1-2 hours. If there's nothing game breaking I'll post a download link.

Download link is up (see first post). I have gotten a lot of valuable feedback but haven't really had time to implement it. Today I spent several hours trying to fix the sky. When increasing the brightness the sky turns really grainy and ugly, but I did not succeed. Making a hdr skybox texture was really complicated (for me). I will try again later.

Edited by Socialstyrelsen

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I made that lantern prefab just for these kinds of situations.

As for your skybox, you are using a light_environment entity, right?

Right?

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As for your skybox, you are using a light_environment entity, right?

Right?

3b7d595ff5.jpg

Yes he did, it's just pitchblack.

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Don't forget to cut down on all those dynamic lights. Remember what I said to you on steam about a work around for the generator objective.

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Don't forget to cut down on all those dynamic lights. Remember what I said to you on steam about a work around for the generator objective.

I remember. And I really appreciate your feedback, but I'm the kind of annoying person who never trust anyone. I want to check it myself. I unnamed all the lights and sprites (80+80) and it only saved me like 0.9 % entdata so that's not a very big difference. I will check how it impacts performance later. But there's lots of things I have to fix so it might take some time. I did take your advice on the ammo though. I removed everything and put it inside crates instead (thanks billionlioe, your prefab showed me how!!), and it saved me 10% entdata.

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Heeeey! The Ambient light is dark grey. =)

I would suggest dark bluish color, it gives a good sensation of darkness without actually being too dark to make out figures and forms, if done right. I also use a few basic lights with a low brightness, with the quadratic and constant set to 0 and 1 respectively to try and replicate the color you see when your eyes adjust to a dim environment. It's worked in some case, but I'd start with the light_environment changes first because it would mean having less entities total.

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I tried to solo run my map to prove that it is not too hard, but the last part in the forest is a bit challenging to do all alone, since they respawn if you run back to fill up on ammo:

And here is me cheating with noclip just to show you the ending and how close I was:

The videos appear darker then they are in-game. But don't worry. Since I seem to be the only one that likes darkness I will up the brightness even more. It's just that it causes some other problems (weird shadows on the roof because I have nodraw through them etc.), so it requires some tinkering.

Edit: How do I embed youtube videos btw? One of the videos embedded itself automatically and I have no idea why. Same format on all the youtube links, but only one embeds itself.

Edited by Socialstyrelsen

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Edit: How do I embed youtube videos btw? One of the videos embedded itself automatically and I have no idea why. Same format on all the youtube links, but only one embeds itself.

Instead of copying the url from the top of your browser, click the "share" tab below the video between "about" and "add to". The link should show up just below under a myriad of social network icons.

Copy that link and paste it into your comment and the video should reliably (consistently) embed itself wherever it is placed. That link should look something like

"http youtu.be/r4nd0ml3tters4ndnumb3rs"

instead of

"https www.youtube.com/watch?v=r4nd0ml3tters4ndnumb3rs"

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I found 2 serious bug in this map, maybe just need your answers:

1.It sometimes may be crash (the game quit), especially after we all dead then to reborn ;

2.What the .nmos file to do, is it put into the same path?(SteamApps\common\nmrih\nmrih\maps).

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1.It sometimes may be crash (the game quit), especially after we all dead then to reborn ;

I have noticed this too, and I don't know why. The spawn gets disabled after the first objective is completed. Maybe that has something to do with it, I don't know. Sometimes it works... I will try to figure it out. I've had the game crash several times while alive also. One time when opening the compost. The only thing that happens at that time is that there's a child spawning. Should that crash the game? And it also crashed two times when opening the door to the hunting cabin. And there's absolutely nothing firing at that time. Stuff happens when you unlock it with the key (the key and lock are killed and the door is unlocked). But it is not opened automatically. So when you do that, nothing is firing, just a door opening, and the game crashes. The entdata is at 75% now, so I don't think that is the problem. I will try and decrease it even more by putting all the pills in a box though. Also, I think maybe having such a long map name might have been causing some problems. The new map name will be nmo_sweden_beta2.

Edit: Hmm... I did turn most of the func_door_rotating into props, because otherwise I could not put the objective glow on them. But those two doors (hunting cabin and compost) are still func_door_rotating. That's a strange coincidence....

Edit3: These are the things firing on mapspawn. Is there something here that looks wrong?

Lv9k5c2.jpg

a4inNZC.jpg

And these are the things firing with the first objective:

J1RoBmI.jpg

2.What the .nmos file to do, is it put into the same path

Yeah. Put it in the same path. According to the wiki "The .NMOS file will preserve your layout the next time you open that VMF in the objective tool." So it's just for mapping I guess. Maybe I should not have included it in the download.

I'm working with the beta2 version btw. It is easier and brighter. But turning up the brightness caused a lot of problems so will take some time to fix.

Edited by Socialstyrelsen

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That link should look something like

"http youtu.be/r4nd0ml3tters4ndnumb3rs"

It didn't work. Do I have to use some tags? [media] [yt] ?? Something?

Woot? It started working. That's strange.

Also, can I re-size the pictures somehow? width=512 height =512? Or do I have to upload new ones?

I uploaded new ones.

Edited by Socialstyrelsen

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Upload your compile log so we can see if there may be a possible cause to the crash. The nmos file is simply a backup to your .nmo file, its a save basically. Sorta like the .vmx file.

Stop worrying so much about your entdata, 75% is not bad.

does it usually crash sometime after you turn all the lights back on?

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