• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
the_animus

[WIP][BETA] nms_mazeofdeath_BETA1.0

7 posts in this topic

I had zero experience with the Hammer Editor prior to making this. I learned it all from scratch via various wiki's, youtube videos, and forums posts and it took a long ass time so please be kind :)
The map size is pretty big, ~ 4,000L x 6,000W, all on ground level.

Description:

The survivors have been on the move, running from the zombies hoping to find help. They found extraction, but it's through a locked gate at the other side of a hedge maze crawling with fast zombies. The key is somewhere randomly throughout the maze. Will the survivors fight off the zombies, find the key, and finally find safety?

Recommended Players: 4+

Safe Zones: 1

Map Priorities:

1. Fun to play - It is currently about as "maze like" as it can get without making it overly frustrating for players or messing up pathing for zombies. So it's not incredibly hard to find your way around, but it gets the job done of feeling like a maze. After all if it's not fun to play what is the point?

2. Performance - I don't want to sacrifice playability for looking pretty.

3. Extras - Making it look better, adding more extra's like additional sounds etc.

Current State of Map:

It is entirely playable. Locked doors, random key spawn, supply drops, safe zone, extraction, etc.

Lighting needs work, ambient_generic sounds won't play, needs additional visual detail via props, random_spawner_controller will not work so currently not in game, zombie difficulty needs additional testing and possible adjustment.

Pictures: I know it's dark, but that is the actual lighting level and I want maglites to serve a purpose. Currently use 3dskybox with light_environment settings Brightness: 221 238 255 16, Ambient: 221 238 255 10
The Flower Lights in the safe zone area (intended to be put throughout the maze once I get the lighting levels right) are light_spot with settings Brightness: 255 255 187 1000, Constant: 1, Linear: 1, Quadratic: 0. I would really appreciate suggestions for better light values.

Maze Start

i90hanxs4wg6ougfg.jpg



Locked Room

j7bvbvi2wx8y46xfg.jpg


Safe Zone

r8omat5599guwb5fg.jpg


Also Safe Zone

ixl4xep7z4wvbzjfg.jpg


Lighting With Maglite On

26wtfmj26wb0kezfg.jpg


Maze Exit

i84banbo1lo95rifg.jpg

Top Down View Of Whole Map

rs489bruqdprb3xfg.jpg


nms_mazeofdeath_BETA1.0
Download Link: https://www.mediafire.com/folder/5tf3m7q3k2c9t//nms_mazeofdeath_BETA1.0

So yeah feedback/help is appreciated. Not sure how much more time I'll spend on this (kinda moving on to other games) but depending on feedback I may continuing working on the map to add finishing touches and additional detail. Otherwise if someone else has an interest in taking up this map and polishing it let me know and I'll probably give you the .vmf. Might upload that anyway just so people have it to mess with or learn from.

Thanks! :)

Edited by the_animus

Share this post


Link to post
Share on other sites

It sounds amazing, coming back with feedback after I played it.

Share this post


Link to post
Share on other sites

the end values on the ambient and brightness within light_environment need to be increased to at 60, there way to low for a day time sky, also experiment with displacements and different wall textures, its all a bit flat now which i would probably expect for a first map just keep working on it

Share this post


Link to post
Share on other sites

the end values on the ambient and brightness within light_environment need to be increased to at 60, there way to low for a day time sky, also experiment with displacements and different wall textures, its all a bit flat now which i would probably expect for a first map just keep working on it

I actually want it to be a night time sky but when I try to switch the 3d skybox to any night time skybox it almost looks like it is glitched. It doesn't show the night skybox at all like it is supposed to. Instead the entire map just becomes nearly pitch black/bluish even though the actual light_environment hasn't changed at all. So yeah, I definitely tried to fix that but it just ends up looking broken.

I'm not familiar with what displacements are, I'll have to look that up. As far as wall textures I intentionally had all the maze walls the same so that it's like a real maze. All the hedges are roughly the same, which in turn makes it more difficult to orient yourself.

Thanks for the feedback so far. If anyone knows how I can correctly change it to a night time sky that would be great :)

Edited by the_animus

Share this post


Link to post
Share on other sites

but when I try to switch the 3d skybox to any night time skybox it almost looks like it is glitched

I checked out your map and you are not using any 3d skybox at all. You might look up the valve to understand what a 3d skybox is:

https://developer.valvesoftware.com/wiki/3D_Skybox

To fix the lightning you must change your "Pitch Yaw Roll" and also the "Pitch" of you light_environment, which are both set to "0".

I don't know how you tried to change the skybox, but the way you change a skybox is:

You open your map in Hammer, then you click on the toolbar "Map > Properties" and you edit the "Skybox Texture Name".

To check the available skyboxes, goto "Steam\SteamApps\common\nmrih\nmrih" folder and open "nmrih_dir.vpk" with GCFScape.

Browse to the dir "materials\skyboxes" and choose a skybox.

Like if you want to use the skybox "sdk_sky_example_hdrbk.vmt" you have to change the Skybox Texture Name in hammer to: sdk_sky_example_hdr

4YimVkL.jpg

Share this post


Link to post
Share on other sites

The tutorial I followed said to put a 3d skybox brush around the entire map area and make it hollow so as to prevent leaking or going outside the intended map boundaries.

It seems like you are talking about an entirely different 3d skybox within the map options itself.

That would explain why it didn't work as I thought it should. Thanks!

Share this post


Link to post
Share on other sites

The tutorial I followed said to put a 3d skybox brush around the entire map area and make it hollow so as to prevent leaking or going outside the intended map boundaries.

Yeah man. That is not a 3d skybox, that is just a skybox brush.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now