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Demo

Demo's unnamed nms

96 posts in this topic

The really funny bit about that model is that, without the texture, those spikes look like pencils.

I can see it now.

"Eat graphite you undead bastards!"

*Bang*

*Twank*

*BOOOOM*

"BWHAHAHAHA!"

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I'll likely have a video demonstration of the map in Alpha stage by the middle of the month, and if ll goes swimmingly I'm hoping to finish this map before the end of March or early April.

Did I ever mention how much I hate raised ranches? Or at least how much I hate them after making like, the 5th one in a row?

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Maybe a little late, why not call the map nms_yorktown? It's a town in New York, YorkTown.

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I think I've decided on the name nms_grove.

Also, status report/update(?)

S1SVSPv.png

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I think I've decided on the name nms_grove.

Also, status report/update(?)

S1SVSPv.png

Then change the title of the thread, eh?

Also, that's a really derpy house. Not your version, your version's pretty spot on, but the house in general... really derpy.

I like it, keep up the good work.

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I think I've decided on the name nms_grove.

Also, status report/update(?)

S1SVSPv.png

There are some weird textures under the windows if you haven't already noticed.

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Textures are all placeholder, once I have all the houses set up along the street I'm just going to apply the nodraw material to everything simultaneously, then retexture it the right way where textures are used.

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BkYf5VH.png

PICTURE IS NOT INDICATIVE OF FINAL VERSION

but this is what it'll look like with the houses put together to form the neighborhood. Then there'll be the road, backyards, front yards, trees, etc. I'm going to redo the roofs for all of those houses to actually look good and have gutters and whatnot, and redo all of the textures on the interiors and exteriors after applying the nodraw texture to everything simultaneously.

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What will evac be? Will there be like a truck or heli, or do you just kinda fend zeds off until wave 8?

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School bus comes from the evac center at the high school, picking the survivors up and driving off into the sunset.

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School bus comes from the evac center at the high school, picking the survivors up and driving off into the sunset.

Let's play

at the end too! :D

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This project has been discontinued until I feel my hammer skills can justify the map. Fret not though, as I'm simultaneously working on 2 different projects (one objective and one survival) with significantly more skill with the hammer editor.

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Sweet, I'm looking forward to this map being finished!! :D

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So I'm redesigning the map from the ground up, and lemme tell ya, feels good to remake the same thing but 5000% better in less than 1/10th the time.

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Damn fine job.

I never could get used to using dev textures. I know, I know, breaking cardinal rule number one of hammer editing.

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Damn fine job.

I never could get used to using dev textures. I know, I know, breaking cardinal rule number one of hammer editing.

No, that's like, rule #26 or something.

Rule #1 is "Never use the carve tool"

Rule #2 is "NEVER USE THE CARVE TOOL."

Dev textures are mainly used as A.) placeholders (and thus time-savers, because testing ASAP is imperative) and B.) Measurements for valve's texture scales (and thus time-savers, because you don't want to be constantly resizing textures because your walls were only 124 units high.) Although NMRiH has a very robust palette of dev textures to chose from, so I also use them to test contrast and composition in the color scheme (and thus time-savers, because it becomes easier to pick textures later).

What I am trying to get at here is that dev textures are not vital to a good map (I know of several good mappers who rarely use them). But they are really, really great time-savers.

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if you seal da level on 64 grid, and then work mostly on 64 grid on things that you can, and then down to 32 16 8, and 4 (for doors only), those textures will actually fit perfectly, and the texture's lines will actually align to your brush work on '.25 .25' scale '0 0' coords. Which is default. This is actually how every texture works in hl2, and in our mod, and also how the models snap. If those textures do not align then you are working on a low grid, and you are creating a whole lot of work for yourself because now you have to manually texture, and fit everything. I actually learned this AFTER I created nmo_junction, and I could of created junction a whole lot better, because I wouldn't of met the technical limitations as early as I did - probably in half the time.

I should make a tutorial on proper level design. Honestly, I've learned a lot of stuff from our level design team, and others that you just cannot learn on youtube, or any tutorial website.

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if you seal da level on 64 grid, and then work mostly on 64 grid on things that you can, and then down to 32 16 8, and 4 (for doors only), those textures will actually fit perfectly, and the texture's lines will actually align to your brush work on '.25 .25' scale '0 0' coords. Which is default. This is actually how every texture works in hl2, and in our mod, and also how the models snap. If those textures do not align then you are working on a low grid, and you are creating a whole lot of work for yourself because now you have to manually texture, and fit everything. I actually learned this AFTER I created nmo_junction, and I could of created junction a whole lot better, because I wouldn't of met the technical limitations as early as I did - probably in half the time.

I should make a tutorial on proper level design. Honestly, I've learned a lot of stuff from our level design team, and others that you just cannot learn on youtube, or any tutorial website.

I do this too but I don't go above 32. I was always curious why people say to work on a 64 grid, I feel like you're often creating more work for yourself making your walls that thick. I'm usually more comfortable on an 8-16-32 grid in somewhat early stages of level design. But why should i be laying a level out in 64 grid? Won't I just be going back later and adjusting it? Even with nodraw textures still seems like a waste? Anywho demo sorry for the hijack but it seemed like a good time to chime in about that

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For those of you who didn't hear, this map is gonna be Halloweenified (cuz tis almost the season!), and here's some things to set the mood

H2TUw3k.png

stuffed clothing with a bucket head

BIrK2BF.png

spookyass lanterns

AHh3ol0.png

crashed witch prop made of brushes

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