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Ulreth

[NEW] nms_ruined_school

11 posts in this topic

Hello everyone!

First of all, i am pretty new in the world of NMRIH since my experience is based on CS:GO SDK and SourceMod (more than 800 hours on that), but anyways let's introduce my map to you.

- Story: You are isolated inside an abandoned and unknown school near a forest. Undead hordes can smell you from a distance and they are now approaching in order to rip your body apart, so your mission is to defend the school and survive until extraction arrives, use everything you can find to eliminate all threats that show up!

Special thanks to testers:
Holy Crap

Features:
- Chopper extraction
- Survive 9 waves while defending 3 zones (A / B / C)
- Runners start at wave 3 / Kids at wave 2
- Supply after clearing wave 5
- Detailed props and obstacles
- Different types of light
- Dark rooms to explore
- Breakable doors and windows
- Tools to unlock different paths

Download & Screenshots: http://gamebanana.com/maps/195206

Hope you enjoy it! Any suggestion, bug or feedback that you find to improve this map will be appreciated,

Ulreth.

5ad51e73a1209.jpg

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5ad51e83db69c.jpg

Version F - 16/04/2018
- Added loading screen
- Added more props, debris & decals in general
- Added missing light & sound for fire
- Increased amount of mele weapons & items
- Changed skybox texture & global lighting
- Map reduced to 9 waves with more zombies in general
- Fixed critical ending bug
- Fixed stairs collision
- Fixed burn damage
- Fixed cubemaps error

Special thanks to testers:
Holy Crap

Edited by Ulreth
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Nice idea to make a school(I only now nms_gymnasium, but it is not actually school like that) but there are few issues:

1) Some missing textures

Fud2K5O.jpg

z8Z6vRo.jpg

2) You need to work with navigation, fix stuff like this:

L9dY5W5.jpg

because you can easily avoid zombie when you camping there and do other bad things, if u need help with this, I can help you

3) Need more clips, like on fence and cars:

tdyCuuF.jpg

 I made it with zombie

4) Compile map with normal and HDR lighting to avoid these "spots":

bLWH0gs.jpg

(maybe it is too dark screenshot, I can take another one)

5) Use nodraw texture on faces, which player couldn't see, it is a good step for better performance on map

6) Why all your geometry brushes are func_detail(except brushes which closing map from void)? func_detail must be used on small brushes, which shoudn't cut vis leaves(like pillars on your map) but not on walls and ceiling, because it cause thigs like this(all map rendering, but I shouldn't see the street part and other rooms):

1KPALfZ.jpg

Can't say anything about gameplay, because I was testing alone

Also map need more details, like trash, small props in school and street and etc

 

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Updated 24/4/2017

-Attached new textures

-Fixed navigation but still needs test

-Fixed lighting

-Fixed detailed brushes

http://gamebanana.com/maps/195206

We will have to keep testing to find more ideas/bugs for this map but i think it works ok now.

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Try to add in some more displacements the map will look so much cooler on its own, overall i think it's a cool concept, would look better if it was less squarewise

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Updated 26/4/2017 Version B

Thanks for all feedback, it was very helpful in order to improve map version drastically

Download link:

http://gamebanana.com/maps/195206

- New props, details, escenarios, screenshots, etc
- Item/ammo balance
- Fixed AI navigation
- Fixed lot of bugs
- Fixed stuck issues

Edited by Ulreth

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Updated Version C 27/4/2017

- More obstacles
- Ammo balance
- Improved lighting
- Fixed some minor bugs

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New update: Version D 29/4/2017

- Added different types of light

- Chopper extraction after clearing last wave (11)

- Tools (welder & extinguisher) needed to unlock some path and doors

- Improved details of school

- AI Balanced

- Fixed some minor bugs

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I don't want to be rude, but i'd say it's better to keep ur updates and different map files not so clumsy and piled up. While it may seem smart and relevant to update ur map a lot, it may also show signs of clumsiness and people will get frustrated over the fact that you have like "10" versions, unless u plan to have like 10 iterations of the same. (PS: you can prove me wrong though ;d)

Edit: I would also work with a1 - a5 and v1 - V5 (unless you need like more versions then you can begin with a1 - a5, b1 - b5 and v1 - V5 (it's a lot better than v1 - V15 for example)

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Yes, i thought about it, but also is important to know what changed because later one can ask if all versions are similar or the same, but they are not. It's not too important now, the map is finished so im not planning to make any other versions unless something urgent happens, but yes i agree with you in a way

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Update available (Version F) - 16/04/2018 - Full changelog can be found at first post or inside gamebanana link

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