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BadCompany

nmo_deception

8 posts in this topic

The NMRIH Objective Map Deception

I plan to have this map available to the public, possibly in the next few weeks.

This map has puzzles, traps, and zombies. :)

THIS MAP IS STILL IN DEVELOPMENT.

Screenshots and Information

nmo_deception 0.3.1

- Weapon Spawn (Random Spawn Classes)

- More Detail

- Bug Fixes

Esl5GeM.jpg

34dxLkA.jpg

QyQdAUP.jpg

XUnFvHc.jpg

iEwy0sR.jpg

qqruBse.jpg


nmo_deception 0.2.9

- Updated Weapon Spawns
- Minor Detail Update
- Bug Fixes

hxLRJIO.jpg

3LKVoL7.jpg



nmo_deception 0.2.1

akIWqKk.jpg
vLVxHcA.jpg
16M3Dup.jpg
SijXoBK.jpg
b3zooDg.jpg
FBk7IaJ.jpg
qd3pzXA.jpg

Edited by BadCompany

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Looks very wide open both inside and out. This is generally a big no-no in source. Surely these are early screens and you intend to fill the voids, however it doesn't look like you have much blocking vis. I may suggest looking into farz clipping if you desire wide open-ness. It looks like your getting a better eye for texturing. Can't say too much about WIP since everything is subject to change.

Another thing I have noticed is you're nodraw skills could use a level up. A good habit to get into is applying nodraw to faces the player can't see and creating new brushes with nodraw.

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Looks very wide open both inside and out. This is generally a big no-no in source. Surely these are early screens and you intend to fill the voids, however it doesn't look like you have much blocking vis. I may suggest looking into farz clipping if you desire wide open-ness. It looks like your getting a better eye for texturing. Can't say too much about WIP since everything is subject to change.

Another thing I have noticed is you're nodraw skills could use a level up. A good habit to get into is applying nodraw to faces the player can't see and creating new brushes with nodraw.

blocking vis will come with updates. I'm trying to make it work via source and it seems to be functioning fine with the current test build. I will keep that in mind though thank You. farz clipping, Thats what its called eh. Thank You again chops. As for the nodraw. I have done it on this map since the start. :)

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Not terrible, not terrible.

One thing that can certainly help make a room look less bland though is details in the corners and along the ceilings. If you have detail on the floors and corners, that alone can make a room seem more detailed than it really is. Then, obviously you can full up the wall space with all the props you want.

e84c9.png

Also, what Porkchops said. Source engine isn't the biggest fan of wide open spaces (hence why all of HL2 is tight turns and halls with the occasional small arena) so you're going to want to break the player's line of sight whenever you can, break it up into nice little segments.

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Demo I totally agree, this is just an early build. I plan to add details when the map is futher along in development. With the current layout of the base design everything is functioning. I have enough separation inside the castle. Also only a portion of the outside is accessible. By update 0.5 You should start to see more details and props. Currently I am more focused on trap layout, objectives, puzzles, multiple playthroughs, You know the technical stuff. Btw thank You for the screenshot Demo it might come in handy down the road for Me. ;)

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(◞≼◉ื≽◟ ;益;◞≼◉ื≽◟) ..。oO (I'm watching....)

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nmo_deception 0.3.1 update pictures and info added.

By the way thank You yomox9. :)

Edited by BadCompany

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Yo, put some env_sprites on those candles

ea5c3.png

f442c.png

Puts a tiny little effect on it, good for candles and other small lights

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