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colascoelho

nms_paradisefalls

14 posts in this topic

nms_paradisefalls by Nícolas Coelho

V85ld3p.jpg

P880yiP.jpg

J4Ax68g.jpg

Wzhs7C3.jpg

Hey guys! So, this is my first map and also is my first post.
It was based on the movie Legion and maybe still has some bugs, but I'll be able to fix it with your help.

Features:
- 10 Waves
- Supply Drop in 3, 6 and 9
- Zones A, B and C
- Some Secrets and Easter Eggs:

h2VJHDR.jpgcAESljE.jpgC1xWgSV.jpgsWUNlWU.jpgHUPlIlS.jpg



Updated
-February 6:
Fixed leaks, Fire Trap added, Changed the underground secret.
-February 8:
Replaced overlays in zone C.

Download

http://nmrih.gamebanana.com/maps/179021

Edited by colascoelho

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This looks really good for a first!

Gonna post some comments after I play in a bit :D

EDIT:

Here goes:

Pros:

- Mind boggling detail, masterful brushwork. All the curves and shapes of the diner as well as the "paradise falls" sign on top of it are gorgeous examples of what brushes can be made into.

- The layout of the map is sensible (this applies only to layout, there are other environmental things i wish to criticize later).

- Your choices of texture and model are exemplary in interior scenes, this stands out the most in the eating area as well as the kitchens, there are just so many little miscellaneous props around.

- I do not know if it is intentional or not, but your use of darkness is both interesting and impressive, more in the "Cons" section (i am going to assume you know a lot about player psychology :P ).

- Secrets are always a nice addition imho.

Cons:

- The exterior of the diner uses only a single brick texture, it is very jarring to see (in fullbright), this however is FAR less of a problem than it seems as your masterful wielding of light sources allows this detail to be sidestepped; as they say "less is more".

- One of the others things I noticed that is worth a discussion is the detail distribution, interiors have a LOT more detail than the exteriors, but I suppose this is also somewhat sidestepped by the cloak of darkness. I have to wonder what the containers behind the diner do however...

- Lastly Optimization is almost nonexistent; the farzclip you used on the fog doesn't help too much as the entirety (surface part, not including the secret) of the map can be seen from everywhere at all times.

I gotta say, this map is pretty impressive as a first, but I knew from the moment I started the map, optimization must have been lackluster (nothing special, most source level designers find optimization to be the biggest hurdle, don't take it personally). But aside from that, all the rest makes this a pretty solid map overall; the great detail, clever use of darkness and smart choices in texture selection and usage is sure to impress. (I personally am :D )

Goodluck with future updates and projects, and since no one seems to had said this to you:

Welcome to the NMRiH Forums, I (we) hope you enjoy your stay.

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Not sure if anyone noticed but there's a spelling mistake on the sign in the first picture..

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Not sure if anyone noticed but there's a spelling mistake on the sign in the first picture..

lol

I'll fix it now.

I could read more thousand times and I would not notice

Edited by colascoelho

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This looks really good for a first!

Gonna post some comments after I play in a bit :D

EDIT:

Here goes:

Pros:

- Mind boggling detail, masterful brushwork. All the curves and shapes of the diner as well as the "paradise falls" sign on top of it are gorgeous examples of what brushes can be made into.

- The layout of the map is sensible (this applies only to layout, there are other environmental things i wish to criticize later).

- Your choices of texture and model are exemplary in interior scenes, this stands out the most in the eating area as well as the kitchens, there are just so many little miscellaneous props around.

- I do not know if it is intentional or not, but your use of darkness is both interesting and impressive, more in the "Cons" section (i am going to assume you know a lot about player psychology :P ).

- Secrets are always a nice addition imho.

Cons:

- The exterior of the diner uses only a single brick texture, it is very jarring to see (in fullbright), this however is FAR less of a problem than it seems as your masterful wielding of light sources allows this detail to be sidestepped; as they say "less is more".

- One of the others things I noticed that is worth a discussion is the detail distribution, interiors have a LOT more detail than the exteriors, but I suppose this is also somewhat sidestepped by the cloak of darkness. I have to wonder what the containers behind the diner do however...

- Lastly Optimization is almost nonexistent; the farzclip you used on the fog doesn't help too much as the entirety (surface part, not including the secret) of the map can be seen from everywhere at all times.

I gotta say, this map is pretty impressive as a first, but I knew from the moment I started the map, optimization must have been lackluster (nothing special, most source level designers find optimization to be the biggest hurdle, don't take it personally). But aside from that, all the rest makes this a pretty solid map overall; the great detail, clever use of darkness and smart choices in texture selection and usage is sure to impress. (I personally am :D )

Goodluck with future updates and projects, and since no one seems to had said this to you:

Welcome to the NMRiH Forums, I (we) hope you enjoy your stay.

thanks for the welcome and for the all comments.
So, yeah, I agree with them, specially with the optimzation part. I tried many times to do an optimization with the Hint & Skip and Area Portals, but it didn't work. Even with this textures, props still showing up in the other side. I'll try study more about it for maybe the next maps, but I think the fog was enough to decrease the lag for now...
Another problem happend with the exterior. The place is a desert, so I didn't know what to put there. I tryed place some displacement in 3d Skybox to improve the limit between floor and sky, but it didn't work either. The fog saved me again.
About the counteiners, I asked myself the same thing when I saw it in the movie, but I found a way to use it in game and maybe you guys can discover it :P
Edited by colascoelho

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Haven't played it yet but ill keep an eye out while im server surfing.

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I got excited from the screen shots. It looks nice. But oh boy! Got some major issues!

- When I first started up the map I noticed unstable fps. mat_wireframe 3 revealed terrible things.

iYTGJRs.jpgpKIAUSW.jpg

- The map clearly leaks. I know this because the sky_camera to do with the 3d skybox is rendering the entire map under the level. Also poor fps.

ieXR9ca.jpg

- You have made alot of stuff func_detail that probably should not be.

ct5asFP.jpg

- This is what your map looks with only world brushes drawn. Not a pleasant sight for the vvis part of the compile.

Hope you can fix the leak and edit the main cafe area to make the map more stable to play. If you want advice on optimizing the map/general questions.

Add me on steam "thegregster101"

All the best!

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I really like that, the interior reminds me of the cafe from Silent Hill 1.

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Hey!

Such a nice little place! I really like it! Lots of details on the inside. Very grey/brown and depressing. It really feels like you are stranded out in the middle of nowhere and you want to survive and get the hell out of there!

But I'm wondering, we completed wave 10 but there were no extraction. Is it bugged? Or did you not add one? Even if you don't want to add a custom extraction you should at least add a nmrih_extract_point and link it to a func_nmrih_extractionzone, so that people get the "all survivors have been extracted" message. Pretty anti-climactic when nothing happens and it just restarts.

Another very minor detail I noticed is that the table tops in the kitchen has no draw on the bottom, and when you crouch (for example if you have boarded up that entrance) you can see it, and it looks glitchy.

Thanks for a great map though! And I didn't find it especially hard. Made it on the first try. But I played with experienced players so that probably explains it.

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Hey!

I run a pvp server 24/7. Currently it is only playing nmd_sweden though and people want more maps. Any chance we could make a pvp version of paradisefalls? It would be very fast to just copy over my entity setup for the pvp mode. Please tell me if you are interested, all I need is the vmf and permission to edit it.

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