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RevenantGhost

nms_shipyard

20 posts in this topic

MAP INFO:

MAP NAME: nms_shipyard
WAVES: 10
ZOMBIES: 40 on the first wave, increases of 10 each wave

RUNNERS: from wave 3

CHILDS: from wave 5

SUPPLY: a small supply each wave

EXTRACTION: being evacuated by an helicopter

REFERENCE INFO:

REAL BUILDING NAME: Imari Kawanami shipyard

LOCATION: city of Imari, Kyushu island, Japan

INFO: The building was constructed in 1851 as a glass factory but it was later turned into a shipyard. During World War II, this shipyard was also used as a munitions factory and was especially famous to produce the human torpedos. At its highest point, it housed over 2500 workers. After the war, the factory continued building and repairing ships until it closed down in 1953. The shipyard was demolished in November of 2011 by the city of Imari in order to be turned into a public park.

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MAP DESCRIPTION:

This survival map is meant to be as hard as possible, with no place to hide and surrounded by so many zombies that you dont even know what to do, to increase the difficulty of this map, the weapons found around the map are few and well hidden.

On every wave you get a different support that you can call by using the radio, once the wave is over, no matter if you used it or not, that support is gonna disappear and you will need to wait for the next one, those support are very different eachother, but i'll explain them later.

There's a supply each wave, but not the common one we are used to, this one is just 2 weapons, 2 ammo and an extremely rare chance to get a melee weapon too, there's also a chance that instead of dropping weapons, the chopper can drop 1 or even 2 explosives (grenades, tnt, molotov).

The supply is 100% automatic, so if you find a flare gun dont waste its ammo, the chopper is gonna come at the begin of every wave.

Once you finish the wave 6, before the wave 7 you get a special supply and some time to use it, will talk about it later too.

This map had a very very long phase of testing, and i've seen that players feel more confortable upstairs, even if the map is designed to be hard on every place, in fact, staying upstairs will force you to jump down as soon as hordes and hordes of zombies come to you, and when you're back downstairs, the stairs to go back up will be filled with zombies, and stuff like going upstairs then back down then up again, doesn't work as there's only 1 single stair and if it gets filled with zombies, you have no chance to go back upstairs.

Another fail strategy that i've seen players do is barricading into the radio room, using the window to go in and out, doing that may save you on the first waves, but on higher ones, you won't be able to reach the supply as you're inside a room, you're gonna finish your ammo very very soon, also zombies will stack infront of the barricades, breaking them and rushing all together inside, with no chance to survive.

You can know when a support from the radio is available because of a text in the middle of the screen and because of the radio having a red light on, but is not like press E on the radio and the support comes, you must stay at the radio for many seconds, higher the wave, longer it takes to use the radio, easier is for zombies to kill you from the back.

IMAGES:

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SUPPORTS:

WAVE 1: Gas cans drop (a chopper will come and drop some gas cans that you can carry around and shoot them to set zombies on fire)

WAVE 2: 90mm mortar barrage (a rain of mortar strikes will explode on all the building's entrances)

WAVE 3: 150mm artillery barrage (a bunch of artillery strikes will hit all the entrances)

WAVE 4: Medical supplies (a chopper will come and drop some medikits and pills)

WAVE 5: Napalm drop (a plane will drop some napalm around the building and also inside using the holes on the ceiling)

WAVE 6: Submarine-launched ballistic missile (an huge and powerfull missile will be launched straight into the building)

RESUPPLY WAVE: No need to use the flare gun, a chopper will come and drop a box of landmines and and active protection system, to open the box just watch the wooden handle and press use, the landmines are already active, just place them where you want and wait a zombie to walk on it, watch out when you carry them around, if a zombie runs toward you and hits the landmine you both will die. The APS (Active Protection System) is relatively safer to use, as it can be activated and deactivated, it got limited charges, and covers 360° around it, to activate it just hit the button on the top, by punching it or by shooting it, when is active a green light will show, it got 4 charges, one each side, and it works just like a claymore, when a zombies walks infront of it, the charge on that side explodes and when that happens that side won't be active anymore, while the other 3 sides will still be perfectly working. The APS is extremely powerfull and uses shaped charges, the explosion will only go in that direction, not around, so staying behind the APS is actually safe, also the explosion does have a very long range and is able to hit behind walls too.

WAVE 7: White phosphorous bomb drop (a plane will drop 2 phosphorous bombs able to set zombies on fire in a huge range, it will drop 1 bomb in the front of the building and 1 in the back)

WAVE 8: Battleship's 400mm cannon fire (A battleship will fire from the sea some hits of his main cannons)

WAVE 9: Bombing run (This support once called requires a lot of time to take place, an air raid siren will alert everybody to take cover, many planes will come over the building and drop an huge amount of massively powerfull bombs)

WAVE 10: M3 Bradley tank (once you successfully call this support is gg, a plane will drop a bradley tank, the zombies can no way damage it with their bare hands, to get inside go to the hatch in the front and press use, drive it with wasd, keep pressed the mouse right button to turn the turret with A and D and, of course, use the mouse button left to shoot, the cannon got an insanely long range and its hits pierce walls, so watch out for friendly fire)

EXTRACTION: Some smoke shells will be fired using a mortar to the place where usually the supplies get dropped, once the smoke is up a chopper will come and land, get inside and get extracted.

What more to say? Play it and have fun, don't expect an easy map, because it is absolutely not, dont hoard as the weapons are very limited and try not to kill yourself and your team mates with the bombings.

DOWNLOAD LINK:

http://www.mediafire.com/download/yorgeooc0t0e2an/nms_shipyard.zip

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Hey, glad you finally decided to release it!

You still haven't fixed some of the tank issues though. The tank is able to drive through the playerclips and when the driver dies, game_ui doesn't deactivate.

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Hey, glad you finally decided to release it!

You still haven't fixed some of the tank issues though. The tank is able to drive through the playerclips and when the driver dies, game_ui doesn't deactivate.

Wich playerclips is the tank able to drive through? i think i fixed it already, so maybe i forgot something? can you tell me exactly where? btw how is it possible at all to die into the tank? Anyway if you die into the tank you keep driving even if dead, well, doesn't look that big of a problem, as is the last wave :)

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Hey man this is super cool! I think you should do some passes focusing on some really intense lighting, and some nice ambience like with particles, ground effects, dust motes, decals, and more. Really beef if up. No reason you can't get it looking like STALKER!

Maybe some of our LD's can help you beef that bad boy up...

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yes i could help you get some color correction in and some better lighting to create some nice shadows it a little flat at the moment but it certainly looks similar to the photos

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I'd be willing to look over brushwork integrity and check over vis, if you'd like.
Just send me a link with the VMF and I could look over it.

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You could try adjusting the HDR. I just recently gave this quick tutorial to someone else the other day.

Create a point entity called 'env_tonemap_controller'. Give it the name 'tonemap'. Apply. Now go to the point entity logic_auto you have in your level, or if there isn't one in the level create it. Okay, now add the outputs:

OnMapSpawn > tonemap > SetAutoExposureMax > *Floating point value
OnMapSpawn > tonemap > SetAutoExposureMin > *Floating point value
OnMapSpawn > tonemap > SetBloomScale > *Floating point value

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Hey man this is super cool! I think you should do some passes focusing on some really intense lighting, and some nice ambience like with particles, ground effects, dust motes, decals, and more. Really beef if up. No reason you can't get it looking like STALKER!

Maybe some of our LD's can help you beef that bad boy up...

Hey Maxx thanks :D About lighting it is pretty much finished as there's not many light sources in an abandoned building, you know :D just the sun and the lamp in the radio room :D Oh and the sticks on the ground :D i've spent a lot of time finding out the best color for them, so i dont think there's much more i can do about it :D

I must say that i didnt spend TOO MUCH time on making things look cool, i focused more on the radio supports, so yeah it lacks some details, specially on the top floor, still there's some decals around, and because of the vegetation being VERY dense, im scared of it becoming way too heavy if i add too much stuff and not being able to be played by players with low-end computers, and optimizing a map wich is pretty much a single room isn't easy, nor possible at all :D

yes i could help you get some color correction in and some better lighting to create some nice shadows it a little flat at the moment but it certainly looks similar to the photos

Hey nay0r :D Didnt you like the lighting? :D I tried using some color correction but didnt really had an idea on how to set it, i mean should i make everything look darker? lighter? more black and white? everything i tried looked worse than the normal colors :D About the shadows i had the shadow controller but it ended up making everything lag to death, so i removed the shadows from the vegetation, and the only difference was just zombies having shadows, an fps drop to have shadowed zombies is not the best deal :D

I'd be willing to look over brushwork integrity and check over vis, if you'd like.

Just send me a link with the VMF and I could look over it.

Hi Deadhand, are you a new dev? :D Grats :DDD Btw im pretty sure you can decompile it :D Of course, if you're having any problem with the decompile just tell me i'll PM you the vmf :) And about vis, everything is func_detailed but the structure and other important vis-related things :D

You could try adjusting the HDR. I just recently gave this quick tutorial to someone else the other day.

Create a point entity called 'env_tonemap_controller'. Give it the name 'tonemap'. Apply. Now go to the point entity logic_auto you have in your level, or if there isn't one in the level create it. Okay, now add the outputs:

OnMapSpawn > tonemap > SetAutoExposureMax > *Floating point value

OnMapSpawn > tonemap > SetAutoExposureMin > *Floating point value

OnMapSpawn > tonemap > SetBloomScale > *Floating point value

Hypnosis what's up :D Im not using the HDR at all, im using HDR in all the maps im making but this one, i think HDR makes maps look 100 times better, but everything has its exception, in this case THIS is the exception, in this map, where you're into a dark place surrounded by places lit by the sunlight, you will end up being in a place looking even more darker surrounded by places looking even more lit, too much constrast and too dark inside to see anything as too much light outside too see anything, so i just decided to stick with LDR :D

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Hi Deadhand, are you a new dev? :D Grats :DDD Btw im pretty sure you can decompile it :D Of course, if you're having any problem with the decompile just tell me i'll PM you the vmf :D

I've been on the team for quiet a while (~2 years), but off and on. I have a couple large scale projects in development. I'd de-compile but I prefer to just have the original file. Avoids having to deal with bullshit errors that occasionally crop up with de-compilers, and you also tend to retain a bit of metadata you might otherwise lose.

Anyway, if you send me the original file, I'll put any changes into a separate vis-group and send it back to you.

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Its a real good map just needs a little work with the lighting like i said also use some decals to grim up the floor and use some more displacements, 2 things i noticed where is pretty obvious that the concrete beams have been copy and pasted so maybe try and alternate some of the texture positions so they don't look the same, the same goes with the trees just make sure all trees are on different rotations so they look more natural and secondly remove the shadows of the trees on the edges of the map there casting massive black shadows other than that excellent work

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Its a real good map just needs a little work with the lighting like i said also use some decals to grim up the floor and use some more displacements, 2 things i noticed where is pretty obvious that the concrete beams have been copy and pasted so maybe try and alternate some of the texture positions so they don't look the same, the same goes with the trees just make sure all trees are on different rotations so they look more natural and secondly remove the shadows of the trees on the edges of the map there casting massive black shadows other than that excellent work

I'll work on that nayor :D Thanks for the suggestions :D I worked long on this map and once it is ready to be released im gonna take some time before doing improvments :D so yeah, in the next days i'll start making those things better and i'll update the download link :D

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its supposed to work like this? very funny final wave xD

Sorry for the extremely late reply, yeah you get a tank on the final wave, it is player controlled, there's a player inside, if he goes with the tank near the spawn location the ceiling will be too low and he won't be able to get out, also the tank will get stuck and the player will be forever into the tank or stuck in the ceiling, so better stay into the open area.

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Very good map, played it multiple times. The only issue I have is with the M3 Tank. It is very hard getting into, and if I press e at the wrong place the tank's head just starts spinning. Also, once when I get into the tank, how am I supposed to get out of the tank? I tried pressing e multiple times, and even typed "kill" into the console, but I am still inside the tank.

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Very good map, played it multiple times. The only issue I have is with the M3 Tank. It is very hard getting into, and if I press e at the wrong place the tank's head just starts spinning. Also, once when I get into the tank, how am I supposed to get out of the tank? I tried pressing e multiple times, and even typed "kill" into the console, but I am still inside the tank.

Thanks, im happy you enjoyed it, to get into the tank you must press E on the front, where the hatch is. The turret spinning if you press E on it? That's very strange, i think it could be server-related, as the tank gets seriously bugged when the physics (gravity as example) get changed by the server settings, is better to play shipyard on a vanilla server. About the problem of not being able to get out of the tank i have really no idea, pressing E makes you get out of the tank, but if you for some reason die into the tank you're gonna get stuck in there forever but still be able to drive it as a ghost or something ahah, so maybe you died without noticing and you kept driving while dead?

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Well, I tried getting out of the tank many times before commiting suicide, it just wouldn't let me out. As far as the turret, if you climb on top of the tank, and press e while facing it, it spins. I do it on my server from jestservers which is vanilla.

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Well, I tried getting out of the tank many times before commiting suicide, it just wouldn't let me out. As far as the turret, if you climb on top of the tank, and press e while facing it, it spins. I do it on my server from jestservers which is vanilla.

I didnt play my map from long time so i supposed that some update could have broken it, but nope, you can get in and out of the tank without any problem at all, i tested it yesterday so im sure it is server related. About the turret i have no idea, i never tried going on top of the tank and pressing USE on the turret ahah, but it should absolutely receive no user input like pressing E or hitting it or anything else, it should move only by the tank commands, so i dont get what could be the problem, but well, i lost the vmf of the map so there's not much i can do to fix it :D ahah :D

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Well, i did the map alone, it would be difficult, but the support made it easy. I wish there could be more maps like tihs one, no need to defend anywhere, just yourself, Does someone know another map like that?

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