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vip08

*****The Official NMRiH Map Pimpage Thread

218 posts in this topic

The Warehouse is almost finished. I have started on the Raccoon Streets now. Also there are issues with Cubemaps, the initial cubemapcompile gives Black textures only. A workaround is to open the .bsp in Pakrat, delete all cubemaps, resave the .bsp and compile Cubemaps again. Thats how it fixes it strangely.

http://imgur.com/z0zrGY4'>z0zrGY4.jpg

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Good thing we uploaded at least 2 gigs of RPD assets to the public build

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My first map. Made to play with friends. Close quarter survival map with defend the building scenario. No supply drop or FEMA Bag. I removed those from my map because I find managing the ammo you have to be more fun. 12 waves, 1560 zombies, guns and ammo hidden in walls. nms_From_Dusk_Till_Dawn

http://www.nomoreroominhell.com/forums/index.php?showtopic=12044

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1c01ee2871f0af6609494c016cbe6c4c.jpg

bb5f5726697214658b9e456e3beae087.jpg

Edited by Full_Metal

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loosely based on a certain popular indie game (hence the blocky brushwork+drab corridors).

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11816066_10205748025599035_3323969549987

Edited by a002

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Hey guys, currently working on a NMRIH survival map. I have posted some VERY beta footage of how it is going. The theme is that the survivors have to defend a pub in a British town (very Shaun of the Dead I know).

  • I still need to make a 3D Skybox; fix lighting issues; texture issues; add more areas; add more weapons; fix zombie spawning; add supply drop.
  • Any suggestions or new areas of the map would be greatly appreciated! I want to try and keep the map as claustrophobic as possible to add extra pressure to the survivors

Link to the play-testing video here: https://www.youtube.com/watch?v=st4Brw6YXy8

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Hey guys, currently working on a NMRIH survival map. I have posted some VERY beta footage of how it is going. The theme is that the survivors have to defend a pub in a British town (very Shaun of the Dead I know).

  • I still need to make a 3D Skybox; fix lighting issues; texture issues; add more areas; add more weapons; fix zombie spawning; add supply drop.
  • Any suggestions or new areas of the map would be greatly appreciated! I want to try and keep the map as claustrophobic as possible to add extra pressure to the survivors

Link to the play-testing video here: https://www.youtube.com/watch?v=st4Brw6YXy8

Very nice work so far, but on a cursory glance, there's a few issues I think you might need to address.

The first is the lighting. Now I know this isn't all your fault, as youtube tends to darken videos considerably, but you need more lights in general. They're especially needed in your shadowed exterior areas, with locations like the mag-shop and ASDA sign being among the most apparent (Although there were plenty others). Now, perhaps more importantly, the lighting you do have is looking quite flat. It's practically begging for some contrast. Add some blues in there, perhaps even a few other highlight colors, like reds, greens, yellows and/or purples in key spots to add some distinct flavor. Don't be afraid to get a little wild, experimentation is your friend.

The second issue is more of a concern, and it has to do with your pathing. I admire your decision to go for a more claustrophobic design, it's something that the gameplay of NMRiH goes well with, but you need to actively work around the flaws of the AI. The reasons for this concern are those two double doors you have leading into the pub. Zombies and rotating doors do not tend to go well together, in source at least. They're prone to pathing problems and exploitation. There's several ways to address these problems, such as removing the doors entirely, or making them unable to be closed once opened, but I would suggest perhaps replacing the doors with a wooden barricade structure that can be destroyed. Done well, it could make those initial wave(s) more exciting and as an added bonus allow for a little extra environmental storytelling. I can't make any more predictions, as I don't know the positions of the spawns or zone(s), but I encourage you to do ample testing with the AI as soon as possible. If you need assistance in this regard, feel free to PM me, I have a feeling you'll need to get creative.

There were some minor detailing issues, a few bland walls mostly, but I feel they can be gradually ironed out with iteration, playtesting and some TLC. I look forward to giving it a more complete assesment when you decide to release it.

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It's been so long since I've touched hammer, let alone post something on here. 

DD7BF9D55B524E669AA08791787D4456508C6655

 

Just a heads up I've recently recovered my files for HillsideHotel & Hospitality(v3/final). The goal is for Hillside Hotel to be released by halloween

 

 

 

 

 

 

 

 

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hmmm just to know that i'm also ready to release shelter by Halloween and a small extra map that's supposed to be fun for some time (basically a kind of fun modification) oh well

https://imgur.com/a/5w3gT 

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5 hours ago, Grey83 said:

Fersigal, it's nmo_shelter_test_v10b?

Yes, it's not publically released yet so, it's currently only on Porks, "???" and "Dr's" if i recall correctly, i just want it to be a decent release with very minor issues in it, without having to deal with people calling them major gamebreaking bugs, like some which are entitled in the official maps, official first alpha release will be called nmo_shelter_subterranean_a1, you can always hit me up on steam if you want to if you're interested or just want to talk about it.

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Some great looking stuff

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