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themanofwar

nms_derelict

115 posts in this topic

I've been working on this for a while now, i've re-considered to make it survival, will have to wait until survival is fully working, meanwhile i'll try to make a few more areas and set the spawning correctly.

updated on Thursday 5th of May

I've removed all the pictures due to the map being nearly finished. I'll see how it goes and put some end screenshots in here if thats needed.

greets,

manofwar

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The lights dont blend with the map, if i were you i would replace the light props you have with a model simular to this.

ShopLightRods.jpg

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Awesome idea, be sure to let people run up on shelves and have zombies crowd around them ;)

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The lights dont blend with the map, if i were you i would replace the light props you have with a model simular to this.

ShopLightRods.jpg

I've had something similiar first but i didn't really think it matched with the more abandoned/wasteland look that i'm trying to give my map, although im sure there are more models out there that i havent looked for, thanks for the feedback!

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Looks good. You should implement the barricade system, and create a small city block around it (that is fenced off, or a huge semi-truck/car pile up is blocking on each side) so zombies can crowd around. Add some windows that the NPCs can get through, and add the barricade system to those. At first they won't be barricaded and the zombies will smash the glass, and go right through. Also maybe a back room that goes up to a small apartment (where the owner would supposedly live) that players can fall back to if the situation is grave. Although there should be not much supplies in there, besides maybe a shotgun that players can obtain (most likely prior to falling back), and some melee weapons. I'm thinking that there shouldn't be much windows up there, except one with a very limited POV, so it cannot be used too effectively from the beginning. Forcing players to cooperate in the main area.

Cheers.

Edited by Leviathan

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you can use my model models/props/lamps/p_lamp_fluor_01.mdl it has on/off states..

Unless you're saying that it's too clean? I could do an alt texture that's rusted I guess.

This maps looks great so far dude! I love this idea.

One thing to keep in mind is ceiling variation. Make sure the heights and layering of the ceiling are not consistent through the entire structure. Break up the ceiling. Have some areas that are raised or lowered. Have areas with different scaffolding and rafters and I beams and stuff. varying and overlapping vents. Maybe an inaccessible catwalk in a spot. You can have all the detail in the world at eye level but without a varied ceiling in a large space like that it will look very artificial, even if its based on a real structure.

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I like the fallout 3 feel! a little inspiration from the Moira quest? hehe

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UPDATED

Newer screenies above^

you can use my model models/props/lamps/p_lamp_fluor_01.mdl it has on/off states..

Unless you're saying that it's too clean? I could do an alt texture that's rusted I guess.

This maps looks great so far dude! I love this idea.

One thing to keep in mind is ceiling variation. Make sure the heights and layering of the ceiling are not consistent through the entire structure. Break up the ceiling. Have some areas that are raised or lowered. Have areas with different scaffolding and rafters and I beams and stuff. varying and overlapping vents. Maybe an inaccessible catwalk in a spot. You can have all the detail in the world at eye level but without a varied ceiling in a large space like that it will look very artificial, even if its based on a real structure.

I made an attempt on making the ceilings more detailed.It looked better on hammer than ingame but i'm not so sure if i'm happy with them. It would be quite nice if you could adjust the lamp_fluor_1 model and make it a bit more rusty,dirty to give it more a wasteland look but i'm actually not so sure what to think of the model itself on the map, it doesnt really fit the colours of the map, perhaps if i change the lighting to gray like on the 2 pictures above, it might look better.

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I know that you are going for a really dark and scary theme for this map, but I feel like this isn't a store. Sure, it has the props, but something is really off. I have never went into a store before that is all concrete and such like that. Maybe it is just me.

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I know that you are going for a really dark and scary theme for this map, but I feel like this isn't a store. Sure, it has the props, but something is really off. I have never went into a store before that is all concrete and such like that.

Me neither, i made some of those shelves out of brushes and found it quite hard to find any other texture other than stone that looks good, i'm also going for more the wasteland, abandoned for years kind of theme. An example would be Chernobyl, there's alot of concrete there and it has been abandoned for years and russian/ukraine structures always been weird, so lets just pretend the map is in Russia/Ukraine! Problem solved :)

chernobyl06.jpg

bp9.jpg

I also changed the lighting, will update the topic if it looks good ;)

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It's looking really gritty. The lighting looks interesting so far. Things I would think about changing down the line would be the pillars. Make them skinnier or add some props to them to make them less blocky and boring. Also something on the walls to break up the texture. I'd recommend splitting them and using two appropriate textures on the walls instead of just one. Keep up the good work!

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If this map keeps up at this quality and it performs well, we may have to annex it in to the Confederated States of NMRiH.

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Names suggestions would always be nice, the name now is currently a placeholder and i pretty much decided to go further than just a grocery shop so any names are welcome ;)

It will still be one of the main areas though.

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