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durkhaz~

nmo_subside

64 posts in this topic

Hello fellow survivors.

To download, click this fishy looking banner:

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okay, that's not working. Just click this then I guess.

Mirror: http://nmrih.gamebanana.com/maps/188104

Please report any bugs you find. Playing alone not advised.

If a moderator could move this thread to finished maps, that would be nice!

Changelog v5:

  • fixed and changed extraction cam (for real this time)
  • fixed not all players spawning
  • fixed delayed shack respawn
  • fixed an issue preventing spawn door to open when players > 4
  • fixed obj2 door opening direction and delay
  • fixed zombies destroying ammo boxes without spawning ammo
  • fixed missing filter setting on elevator crank trigger
  • fixed unnecessary entity usage of barricade boards
  • fixed breaker objective glow
  • changed spawn positions of the sewer gates
  • changed zombie shack behaviour and collision
  • changed some clips into toolinvisible to include physics collision
  • changed some textures
  • added a melon
  • added some variation to the tnt objective
  • added more detail to some areas (cellar, weed shack)
  • added even more clips
  • removed storage area barricade points (nobody used those anyway)
  • removed a couple obsolete prop_dynamics and generally optimized entdata usage (99,99% entdata)
Changelog v4:
  • fixed a couple issues linux servers were having
  • fixed the blue key being affected by explosions
  • fixed the extraction cam (hopefully?)
  • fixed a few issues involving respawn
  • fixed map not counting players correctly
  • fixed the ammo box spread amount
  • fixed the generator objective having the wrong entity glows
  • fixed the grate making a breakable sound when hit
  • fixed trigger not counting breaker amount correctly
  • added glowing levers to make the positions more obvious
  • added barricade spots for the cabinet rooms
  • added more spawn locations for the green key
  • added a new area to the wine cellar
  • added a teleport trigger for the battery in the elevator shaft
  • added loads of player and physic clips
  • added more detail to some areas
  • minor things etc
Changelog v3:
  • fixed extraction not working on the bad ending
  • fixed some weapons being stuck in the wall at second respawn
  • fixed missing counter digit textures
  • fixed visibility issues in the watershaft
  • fixed a few nodraw textures
  • removed canister and added an additional grenade instead
  • removed a couple weapon spawns to save entdata
  • remove boards from the supply crates
  • replaced the metal door in the generator room with a better one to avoid zombies blocking it
  • replaced a couple textures and sounds
  • added a couple more clips
  • added props to make map borders more clear
  • added a timer of 30 seconds to the parking garage door
1.

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4.

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5.

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6.

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7.

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skeledoor.gifwalking_skeleton.gif500_F_34597619_eXJXM8SscfbSrUNL0ZobjvUsDwalking_skeleton.gifskeledoor.gif

FFS man, put a goddamn trigger warning on that shit.

Also, nice map. I'll bet you let some really cool people play that before hand when you turned into zombie Bateman with an erect M16.

dcb29.png

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Everything just looks and blends so well

Thanks man, I'm glad you like it!

The pipe works... This makes me moist...

Nice. Moisture is exactly what I was going for.

Also, nice map. I'll bet you let some really cool people play that before hand when you turned into zombie Bateman with an erect M16.

lol, not to forget about the butcher army

nice one where can i test it? :)

This looks really good I can't wait to try it!

There isn't a testing session planned yet as I'm still fiddling with the extraction and stuff. Maybe by thursday?

Also, as promised, three new screenshots, whooo!

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It looks great i can't wait to give it ago, you should consider contacting maxx or Riley maybe and getting it considered to be included into the next official patch

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Wooo nice!

Map must be Joe approved it looks like.

Speaking of Joe, haven't seen that guy in a while now... scary.

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It looks great i can't wait to give it ago, you should consider contacting maxx or Riley maybe and getting it considered to be included into the next official patch

First I would have to replace some assets I took from l4d2. I'm also not too sure if the setting would fit so well.

Map must be Joe approved it looks like.

Tunnel joe approved, even.

Fantastic! Does it have alternate routes?

No, not right now.

Added a couple more pics

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e9d5e.png

You gotta make the screen have some sort of Joe/Tunnel Joes reference

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really nice, i wanna see it ingame, bit hard to make out everything from the screenshots so when are you going to nice and give us a DL link, also how many assets have you used from l4d? only because this could be one big ass BSP

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I thought I told you to stop mapping better than me...

Your mapping is fine bae

You gotta make the screen have some sort of Joe/Tunnel Joes reference

There's already two of those anyway, no need for more imo

really nice, i wanna see it ingame, bit hard to make out everything from the screenshots so when are you going to nice and give us a DL link, also how many assets have you used from l4d? only because this could be one big ass BSP

I'm gonna put up a download link as soon as I feel like it's done. And yes, the bsp is going to be ~100 mb maybe.

NEED SOME HELP

I have a bit of an issue with a sequence right now. A friend of mine made a sequence of a van driving about. When parenting things onto it I'm getting weird issues. The rendering of the sequence lags behind its actual position for some reason. Parenting things onto the designated attachment points works fine on the first glance, but having a trigger_hurt child on it for instance reveals that it's completely out of sync. Does anyone know why this is happening? Is there any QC command I'm missing? I wasted so much time trying to get this to work it's not even funny :(

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small update: probably won't make the deadline. Currently dealing with a lot of cryptic errors likes this badboy:

e25b65bd8a.png

Maybe by Sunday, who knows.

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v1 here >>> snip

first spawnpoints don't work, no idea why. Will worry about that later.

Please report any bugs you find. Playing alone not advised.

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Just cause you said that I'm gonna solo crouch no kills while spinning this shit.

Also I don't have any hands. Lets just address that elephant in the room right now.

Glad to see it's finally out, ready to try this spooky shit.

Also are we fighting helicopters again? rOJDQSb.jpg

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Just when i was about to end after a shitload of runners in whole the map, another horde of 1000 runners, ur a demon durkhaz, just simply a demon...

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Also are we fighting helicopters again?

lol no

Just when i was about to end after a shitload of runners in whole the map, another horde of 1000 runners, ur a demon durkhaz, just simply a demon...

Is there a part I should make easier?

link does not work anymore

Yes, I took it down because I have to rework a small part of the map. Playtesters complained about the sewer diving part, so I'm replacing it with something else.

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lol no

Is there a part I should make easier?

Yes, I took it down because I have to rework a small part of the map. Playtesters complained about the sewer diving part, so I'm replacing it with something else.

The last part is pretty annoying when u stumble upon getting enough breathe

I died most of the times and couldn't pull it off so i had to cheat and use noclip to see what the end was :P.

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The last part is pretty annoying when u stumble upon getting enough breathe

I died most of the times and couldn't pull it off so i had to cheat and use noclip to see what the end was :P.

well it is kinda balanced for 8 players to be honest. Plus there's a respawn and resupply point literally around the corner.

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well it is kinda balanced for 8 players to be honest. Plus there's a respawn and resupply point literally around the corner.

i played it solo i guess that's why i couldn't make it :P

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