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Ulreth

[NEW] nmo_vertigo

19 posts in this topic

Vertigo - Escape Mission

We all think that big skyscrapers are secure and have everything necessary to survive a zombie apocalypse. The problem is that this huge building is now surrounded by dead hordes aproaching to your location, so you will have to carefully rise to the top of it in order to be rescued if you want to live. Be careful, watch your steps as you can fall to death in this old skyscraper, sounds simple but it is not. Can you escape from this vertigo nightmare?

Download: http://gamebanana.com/maps/196539

59985671e5bc5.jpg59985657e48a8.jpg

5998562542dc4.jpg599856226a0a4.jpg

(More screenshots at gamebanana)

Features:
- Hard difficulty
- Large and tall building
- Lots of doors, corridors and more
- Dark areas and secret rooms to explore
- Useful items and weapons
- Ending scene
- Rescue chopper

---------------------------------------------

Version 5 - 19/08/2017

- Extended first objective with more areas to explore
- Added intro story
- Added more items while playing first mission
- Added some buildings near the rooftop
- Added clip in all the stairs for both players and zombies
- Added more details to starting zone
- Added a couple of small barricades in some windows
- Updated random codes
- Fixed minor bugs

* Map created by Ulreth *

----------------------------------------

Special thanks to testers:

Holy Crap
Dani
Fantasma
FeRcHaLa
Gizmo
Juan
Mr.Cat
Ruso
Wabein
Xnauta

- Feel free to comment any bugs, suggestions or anything related to the map in order to fix and improve for future versions

Edited by Ulreth
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For a second I thought this was a ported map from the vertigo in counter strike series. 

Looks interesting, very standard nmrih objective map.

Judging from the screenshots I think maybe it needs some more sections that allow people to get a open city view from the inside, that'd be one thing I expect to see from a building map. For example nmo_panel on the other hand is a fully enclosed map (beside the ending where we can never get to any way), which I feel a little unsatisfied.

I don't know yet, just some first thought on the screenies. Maybe I need to play it. ^_^

 

Also please attach the screenshots here. Copy the image link from the gamebanana page, it should work.

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Ok so some first thoughts on this map, i'll put my pros first:

+ cool map idea

+ cool atmosphere 

+ Nice hard difficulty

+ Logical objectives

+ Good brushwork

+ Lighting / darkness was ok, eventhough soloing might become a bit annoying without a flashlight (so 1 would be cool atleast)

 

- I feel like a lot of the clips were unnnecessarily made (like spots were zombies could easily attack you, but i feel like they shouldn't have been clipped)

- There was a lot of backtracking with the key (which made certain parts a lot longer, could be cool if you could extinguish the elevator and take a shortcut there

- The light on the 2nd or third floor had a very nasty pulse to it ( it flickered way to fast, maybe add some electricity sparks onto that)

Some suggestions:

* A 3D skybox could serve well ( similar to the style of Mirror's edge / GTA V / Watch Dogs [if you mix that together obviously] )

* Some easter eggs (ya boy likes easter eggs, example: having to weld an area to get extra guns like a ruger), i dunno maybe i missed some, only some first thoughts

* The hallway could look a lot cooler with some railings on the side to it or some emergency materials to it (i liked the window neithertheless, but it could feel a lot more like appartments)

* Clipping the stairs is a must have (it's the part i died at)

 

I didn't really get that far, but i think the map looks cool and i think you could make it look a lot cooler, seeing that you don't go the same route as panel and you have a lot of style and thought behind it

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Also try imgur for all ur screens (works better and it's completely free and easy to use)

Also you'd have to put the elevator gate a bit more in the wall so it doesn't align with the other brush texture

Elevator also could use a metal fence to make it look cooler and pls clip the front of that elevator it interacts very weirdly :l, just some second thoughts

Also about the heaven zeds (aside from the one spawning onto you), there's also zombies spawning inside of you on different parts, i do like the zombies coming from the ceiling though, but sometimes it can be a bit trollish, so either move the trigger a bit back (from the player's perspective) or have like decals or overlays indicating that it doesn't look that stable

I suggest you to actually make like sidespawns instead of making them spawn inside of the players, overall i thought it was a great and challenging map, just wished there was another respawn for the players, since game can take a long while (i've seen 1 respawn, but map could easily take 2 respawns)

I got to the welder objective whilst playing with 6 other people, my main issue with the map is the small corridors and people bumping into eachother, but then again i don't know how you would fix that, as that's an issue that occurs in almost every map except for the ones that you can easily rush thru

Edit:

Suggestion:

*put a save on the extinguisher thing

*Make the death pit (with the small thing surface and kinda rework it, so you can drop down from the levels (which are burning)

Also the last part is kinda hard to get to the roof, because of unlimited runners, maybe instead of having the runners spawn in when you are about to go up, make the runners spawn when you pass the exit of the roof, but put it a bit more forward so it only triggers when players get to a certain point (no clue how long you actually have to hold that, since i died there, it was almost impossible getting out of that building, instead make like a way to get up there or atleast make it so we have another escape route, i'll give this map a solid 7/10 since i think it could be slightly better with minor effort put into it

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Thanks for all the replies, they are very important to improve this map, i will work on the next version to fix some minor bugs as you mentioned before and maybe add more details, i will let you know when it's ready

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Agreed with Fersigal in some points, here are some mine:

- Add windows in rooms, maybe with barricades, so players couldn't see empty skybox, or at least add some vent grates, it will looks more realistic

- Add some trash (food, graff decals, trash decals, bottles, boxes, boards and e.t.c), corridors look too empty and it is pretty hard to navigate in them, some little junk could help to remember places where player was

- Make a chopper appear before cutscene, so it could look more realistic and players will see that chopper is coming

- There is also a bug, that codepad and welder door are breakable, so u can get in areas before objective ends

- Zombies "jumping" from ceiling is a good idea, maybe try to think how to make it more realistic, it is pretty weird how they get there

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- (need to be worked on)

* suggestion

-Zombies tend to get stuck on ceiling from time to time (when they drop from there)

* Add a breaking noise at the part where u have to jump over a way to high gap (and pls make something so players don't die instantly instead of them dying (or add a respawn ahead to make it easier for the player to escape)

* Needs more visual NPA (non playable areas) in the map to limit the feel of the map being boxed in (big windows at stairs (could be barricaded or you could put the setting of the skybox at night or make it that the sun doesn't shine onto the windows but is facing the other direction meaning if the sun were to be there it would shine the same direction as the window is pointed at and you would barricade the other side if there were an area which didn't have that

*Might have suggested this earlier, but ur map would really stand out with a 3D skybox (you don't really have to see the streets, just make sure that people can identify that this is indeed an appartment block 

*Remove the rocks barricading some of the parts as it seems a bit unnatural and wonky how such big rocks would get there in the first place and maybe do something in a similar fashion as in Cabin where u would use a wooden table or a metal table so to say to barricade the place up (Use like some wooden boards or use some tables to barricade the other side and make like a door inbetween it instead of a open hallway so it doesn't feel like ur not really accomplishing a lot

*Add sprinklers at the fire part (close to the elevator or a way to put the fire off e.g= You have to use e on a crank and the fire will go off (think about nmo_broadway (where u have to use the sprinklers), same kind of fashion). It's a decent shortcut and it doesn't unnecessarily makes the map longer whereas it could've made the map shorter most of the times

Seeing the nature as some parts can be very frustrating (the breaking plank at sewer, the death pits, the zombies spawning into sight or behind you does make the map very unpleasant for a huge part of the active player base), could help if you either make a way around where a player can complete the parkour and the other players can unlock the shortcut, let's say someone gets over a certain part, so you can remove the barricades from a certain door and Unlock it for the players 

Also keep up the great work, but also don't make the updates come to quick as some players might experience that as nothing really changing, make sure u really notify the players or make notable changes so people know u put some decent effort to it, the last thing i want to see is that this map reaches over 10 alpha versions (instead of using nmo_vertigo_v4 next maybe use v3b to indicate small changes,just a suggestion though or just make the updates come out a little less speedy). 

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I'm trying to make a new version with all the suggestions mentioned before but i started to suffer the "No free edicts" limit for entities, so i think that version 4 will be the last update of the map when it's ready :(

Edited by Ulreth

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I guess you need to replace npc_makers and individual shamblers, runners and kids entities with zombie spawn brushes, then u will have enough space for entities. There are really too many of them

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Hey man just want to say thanks for publicly releasing these especially so recently. Me and a group of my best friends are complete NMRIH addicts and this new map is getting tried tonight. We (the silent lurkers) commend you for your efforts :D

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I've tried replacing them with func_zombie_spawn but a lot of them doesn't seem to work correctly, so that forced me to use those point spawners to get a reasonable result :(

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well yeah, u have very tight areas and zombie brushes can't work properly, looks like they need wide areas, u can try different numbers in brush settings or spawn zombie via InputInstantSpawn in areas where u really want many zombies

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Yes, actually it's more precise for this kind of maps with narrow geometry and few space but requires more entdata than usual to process during gameplay. I like the final result anyways

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When I started the map, there are 300+ shamblers and 100+ runners spawned instantly across the map. That is crazy. I am not sure if the LOS and distant feature of the npc maker works properly but you need to give it a try in order to avoid unnessary spawns. Or else you could try to set up some triggers on each floor and have them keep track of where players are at. Only spawn zombies on floors players are present and remove those which arent. That will definitely lower the edicts a lot.

Donnt worry about the so-called entdata, what actually matters is how many dynamic entities are active in game per instance. By the current state, your zombies take up to almost 50% of the edict count, which could be avoided if you manage the in-game entities well.

 

Also try to cut down other entities to save space. info_decal secretly takes edicts, replace them with overlay, if you ever use info-decal.

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11 hours ago, Porkchops4lunch said:

スポーンブラシの代わりにゾンビのエンティティを使用しましたか?面白い。 :unsure: 

Probably, zombie entities take cpu power. so low fps. nmo_escorted use many zombie entities.

In other words, we should use func_zombie_spawn. or we should control completely spawning a zombie .

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New update nmo_vertigo_v4 available, check the changelog for more info

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I tried this map, and it's awful. This awful could be turned into something decent if you fix this god damn holes in the floor, it literally took me and my friends 2 hours and 3 tries to beat this map, on third try i was respawning everyone who fall into the hole in the floor. When i was playing first time, i just walked forward and DIED, that pissed me off so much, so i was thinking of deleting this map from my server forever. Then we tried again, and again all of us died because this game is not about killing zombies, it's about jumping the holes! right? WRONG! Get rid of this shit, realy that's the most annoyng thing on the map. And i think i saw it somewhere, and i guess it's nmo gmi hunt, which is absolutelly terrible, this map is just a garbage from GMOD turned into nmo map. Ok i think I'm done talking about the holes in the froor.

 

Second thing that i did not like is, stairs. Is it SO hard to add simple clip so zombies and players will walk normally on it?

 

Third thing is zombie spawns, they are dumb, you killed 10 zombies arround the corner, then you come back in few seconds and there is another 10 zombies. Have you seen default maps like nmo_broadway? I know zombies will never stop coming, but if you kill them all at least they will come in small quantities. And there is nothing where they can came to, closed doors, сorridors. This map is just booring and low detailed.

 

And the last thing is finale helicopter, i dont understand why dont you add animations to it, it's looking dumb.

 

Afterall, this map worth playing, at least 1 time. But you have lots of shit to do to make it decent.

P.S. I was playing  nmo_vertigo_v4, the latest version

Edited by Flammable

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Big update for nmo_vertigo, check the download link at the beginning of the thread.

Version 5 - 19/08/2017

- Extended first objective with more areas to explore
- Added intro story
- Added more items while playing first mission
- Added some buildings near the rooftop
- Added clip in all the stairs for both players and zombies
- Added more details to starting zone
- Added a couple of small barricades in some windows
- Updated random codes
- Fixed minor bugs

Edit: understand that because of the narrow and small geometry of this map (for corridors and hallways) it is NOT possible to have classic zombie spawns, it is a hammer restriction

Edited by Ulreth

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