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orangekush

wip_nms_withouttitlesry

62 posts in this topic

im not to sure which atmosphere setup i like best or if any, until theres some street maps and other sources of lights like from cars, windows etc its hard to say, maybe a similar lighting setup to toxteth or cleopas may look ok, i can send you a vmf with all the entities setup for each map if you want to test it along with the color correction and hdr entities

as for the map itself it seems a bit small but bit hard for me to say really as thats what i can tell from just the screenshots alone

Really looking forward to seeing how it looks once the props go in, im thinking inside the church it maybe an idea to go with a similar style to how i did my small chapel in the graveyard in toxteth

good work though just keep it up!

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i understand ur worries about the lighting since this wasnt even a final hdr compile

i alrdy have some ideas for lightsources as for the church i was planning to place some candels inside,


i really appreciat ur offer to send me the vmf :-) but i would like

to keept this settings cause it gives the map a good feeling(complementary contras orangeblue) and a good mix between dark and bright places


i shrinked the map a bit because of the gameplay i was very dissapointed with the bigger version it wasnt fun to play

and i realized that this mod really needs a more dark creepy atmosphere to match up with the zombietheme

i am positive u will like the map when its done but i really can unerstand ur complains

personal i would think the same if i would see screens like this



i'll added some screens wit the final compile and a matching lightsource in a higher resolution 22876380ww.jpg


here can u see how the npc will be spread over the street and basicly attack the curch from all sides


22876396og.jpg22876399zh.jpg22876402gg.jpg22876404li.jpg

Edited by orangekush

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DUUUDE map is starting to look kickass, excitement intensifies!

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hey man its not really complaints but more advice but looking good just keep working into it, just takes several layers of working into the same areas to get them right up there if you know what i mean

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thanks mate totally i have to keep so many things in mind making a map

its always a copromis between gamplay details and performence

i am no pro mapper but i cant imagine someone making a map from start to the end without rebuilding stuff and change things during the whole workprocess addin layers and removing them somewhere else

Edited by orangekush

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Is this your first map? if it is this is quite BEYOND impressive for a first map. :D

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naah i just never finished a map i was working on a map for nmrih years ago but just lost all files and i cant find the thread it was called industrial church

i was using a diffrend nick at this time

it is not that difficult to get a map like this its just a matter of time if u like to have the perfect light fog or wathever u have to really compile ur map a thoused times untill ur statisfide i really use alot of copy paste for everything and build segments of a building like for the windows with the scale of 128 256 512 etc so it fits perfectli with the texture and u can use the segments like lego and change them how u like i know it sounds cheap but u can still add more detail after the basic buildings are done its the same thing with the curch all arches are scaled by 128 256 etc

Edited by orangekush

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sure just a min

dont blame me its a really alpha stage now :P

btw give me some feedback about the performence just wanna know if its runnuing smooth from the tower

of corse u can critizcse things u dont like even if its an alpha

every feedback is welcome

placed a sniper on the roof bsp vmf includet ^^

and use noclip since there are no ladders at this stage

have fun

Edited by orangekush

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hey man checked it out i like it, its obviously still got along way to go but i believe you can get it to a real good standard once its done, as for the frame rates mine just sticks at 300fps no matter where but my 970 gtx probably isnt the best card to test frame rates out, once more detail is in and a 3dskybox etc it may be an area that is prone to dropping a little bit but i think itll be ok in the end

as for the file i cant play with zombies without generating my own nav which i could do and probably will do later but ill probably just wait till you have another version for us to play, i noticed in the file you put the .vmx and some other files that arnt needed the vmx for anyone not knowing is acutally a backup of the vmf, and what you do is if your vmf gets corrupted or whatever you can rename the vmx to vmf and reuse it

also i have 3 models missing i think, a pillar, church window and maybe another so this did make it a little bit hard to see what i was looking at with all of the massive red error models replacing them everywhere in the church, other than that, i think its a good solid well put together map as a base to filling out with all of the required detailing and gameplay entities, my only crit at this point is just the road its not really wide enough its like a one lane road that makes no sense in terms of realism, could maybe widen it and make a carpark but this only thinking from a realistic point of view and how roads are usually designed, i know you could have a facility with a one way system but anyway its only a small crit, rest seems good

im sure once you get some source lights in ( street lights etc ) and some props start filling it up, itll really become something great

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thank u man i was worried u will be dissapointed :) buts its cool u like it so far

,oops i forgot to place the models into the vmf i have created them with propper ok finally i know what this vmx is

yea it was actually planed as oneway street i could cut of the sidewalks to make it some bigger i will check this out when i start to place some cars streetlights etc

basicly i dont want the street to get too wide for gameplayreasons u know

i will add some additional areas into the map actually i am working on a courtyard but i dont know if it will make the map to big for an nms

i cant understand why zombies arent spawning for u , my nav file must be ok dont know whats the problem

this worries me a little bit but i am sure i can fix this somehow

ty for the feedback

Edited by orangekush

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i dont have the nav it wasnt included into the zip file

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i overhauled the church and added the 3dskybox

23681367jn.jpg

great work man, i suggest you should make your streets a bit more lively (lanterns, trash cans, trash, traffic signs, ...

Also maybe try to get a name for a map with a focus on ur main zone (which is in ur case the street or the church)

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well that sounds good to me i am not sure about the gameplay yet and it will get definetly more zones than this one i will post some pics of what i am working on now

because i will add more open areas to the map its gona be really big for an nms at the end thnx

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