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Seamoose

Nms_Outsewer [outskirt-sewer] project

10 posts in this topic

I'm just beginning on my first map for NMRIH, called Outsewer [great name ikr??!??!!]

Even though the name is strange and subject to change, hear me out.

The map takes place in an outskirts cheap rate motel with a underground area, which will be made, and a sewer area that connects to the underground. Players are able to survive above and below, I wanted to do a wild card with the map and the sewer came to mind. Players underground would have to try and keep zombies coming from the main sewage area which isn't gonna be included [maybe in the future implementations.]

While the suvivors above ground hold off hordes that approach from the highway, road tunnels and the forest.

The map is in a very early stage, I plan to extend the parking lot as a first step and fill that middle area that the hotel main rooms surrounds. A baggage area will be added in the back, or a storage area.

Across the street is still in planning.

If you can give suggestions or feedback, I'd love some.

I'll post more as I create the map.

5de6eaa90e64d422eb6f6eb00ada191a.png

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Take this thing I made, because by God I wish I knew all of this when I first started mapping

IMDW1kf.png

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I'd continue my project but hammer is giving me issues right now, when i try to load the map via console or via create a game NMRIH crashes and closes

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You need an:

overlord_wave_controller

overlord_zombie_helper

wave_resupply_point

chopper_entryexit_point (inside a nav_area_3d brush)

otherwise you'll crash

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I have some advice:

You're not building with nodraw, or a development texture. As such, your map will be poorly optimized, as it'll be rendering faces that the player cannot see (which will add up overtime, and start tanking frames). It's a common mistake that a lot of new mappers make, here's how you fix it.

When you create a brush, make sure that the current texture is either nodraw or a development texture (I.E. a texture you don't plan to use in your map, browsing for "measure" or "reflect" will yield plenty to chose from, they can also be used for measuring and serve as temporary textures), and then apply your desired texture only to those surfaces that the player can see. If you chose to use dev textures (As some find the nodraw texture to be quite garish), you must remember to replace all your development textures with nodraw before release. Otherwise you could lose hours, if not days worth of work, finding and replacing textures.

I also noticed you're using the "Encase everything in a giant skybox to avoid leaks" method. It'll work, but there's a better way, and you'll end up having to replace your skybox anyways to make it more optimization-friendly. There's a tool known as "Cordon" which will create an adjustable red box. Everything within said box will be rendered, and everything outside will not. It acts exactly like a skybox when compiled, and is leak-proof. It's useful for testing early stages of your level, debugging errors, and reducing grid-clutter while detailing. It's a must-have tool for mappers. The cordon tool has two associated buttons, usually located near the middle of the top toolbar. The first is a solid block, colored yellow-and-black with a striped hazard pattern. This simply enables and disables cordon. The second is located to the right of the first, and is a yellow and black striped outline of a block. This allows you to manipulate the size of the cordon zone.

As for your crashing woes, if what my associate suggested doesn't work, I can help answer questions and diagnose your hammer problems. Send me a private message, and we'll get together over steam or skype and fix your issues. I can also impart more of my wisdom when it comes to wrangling hammer. I can assure you, your time spent mapping will be plagued with all sorts of mistakes, bugs and errors that could be easily corrected with some insight. So, you get to avoid most of the frustration that comes from working with hammer, and I get a massive boost to my ego. It's a win-win!

And it's way easier to show than it is to tell. I'd rather not write an essay to describe something I can show you over skype.

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good advice in here i would also increase your model render distance in the hammer options so you can see your props a bit further away ( note this does not affect models ingame or anything ingame for that matter its just solely hammer )

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Thanks for the feedback and recommendations

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My hammer is still quite broken, I made a forum under help and support about it, so I'm suspending my project for the time :(

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I have some advice:

You're not building with nodraw, or a development texture. As such, your map will be poorly optimized, as it'll be rendering faces that the player cannot see (which will add up overtime, and start tanking frames). It's a common mistake that a lot of new mappers make, here's how you fix it.

When you create a brush, make sure that the current texture is either nodraw or a development texture (I.E. a texture you don't plan to use in your map, browsing for "measure" or "reflect" will yield plenty to chose from, they can also be used for measuring and serve as temporary textures), and then apply your desired texture only to those surfaces that the player can see. If you chose to use dev textures (As some find the nodraw texture to be quite garish), you must remember to replace all your development textures with nodraw before release. Otherwise you could lose hours, if not days worth of work, finding and replacing textures.

I also noticed you're using the "Encase everything in a giant skybox to avoid leaks" method. It'll work, but there's a better way, and you'll end up having to replace your skybox anyways to make it more optimization-friendly. There's a tool known as "Cordon" which will create an adjustable red box. Everything within said box will be rendered, and everything outside will not. It acts exactly like a skybox when compiled, and is leak-proof. It's useful for testing early stages of your level, debugging errors, and reducing grid-clutter while detailing. It's a must-have tool for mappers. The cordon tool has two associated buttons, usually located near the middle of the top toolbar. The first is a solid block, colored yellow-and-black with a striped hazard pattern. This simply enables and disables cordon. The second is located to the right of the first, and is a yellow and black striped outline of a block. This allows you to manipulate the size of the cordon zone.

As for your crashing woes, if what my associate suggested doesn't work, I can help answer questions and diagnose your hammer problems. Send me a private message, and we'll get together over steam or skype and fix your issues. I can also impart more of my wisdom when it comes to wrangling hammer. I can assure you, your time spent mapping will be plagued with all sorts of mistakes, bugs and errors that could be easily corrected with some insight. So, you get to avoid most of the frustration that comes from working with hammer, and I get a massive boost to my ego. It's a win-win!

And it's way easier to show than it is to tell. I'd rather not write an essay to describe something I can show you over skype.

I was able to address my issue by simply changing the map name to not having the nms_ prefix in the title, now the map loads fine.

Also I saw somebody else do this, but by building with nodraw you mean this?

3c65313e217995040c637b2cfdeb730f.png

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I was able to address my issue by simply changing the map name to not having the nms_ prefix in the title, now the map loads fine.

Also I saw somebody else do this, but by building with nodraw you mean this?

3c65313e217995040c637b2cfdeb730f.png

Yes, nms maps are a bit fickle, and are prone to crashing if you don't have the right entity setup. Sadly, you'll need that prefix to get the survival mode working. But as far as basic layout construction goes, you can go without for now.

And yes, that is similar to what I mean. That yellow texture tells the compiler not to render that side of the brush. You can also see the development textures at work here. However, and this is only speculation as this map clearly is incomplete, but you want every side not visible to the player to be textured nodraw. And while the dev-textured walls can be easily swapped for nodraw without causing any problems, you can see the exterior wall to the left uses the same texture as the interior walls. Trying to replace it with nodraw the easy way (using replace all) will result in having to retexture the interiors, so you would have to do things the hard way and apply nodraw manually (Which can be very time consuming for complex brushwork and large maps).

This problem can be avoided. When you create a brush, your currently selected texture will be automatically applied to all faces of said brush. So, if you build your map with nodraw as your selected texture, and then only apply your desired textures to the faces the player can see, you save a lot of time in the long-run, and your map's better optimized.

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