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Dissident

[WIP] nmo_Refuge

109 posts in this topic

refuge_title31.png

Survivors in a town abandoned since the hordes of the infected arrived must find safety, but with routes blocked and the undead closing in, will they find a way out?

It's pretty rough at the moment, but I do try. Sorry for the image quality being so terrible!

Notes: This map was started for the mod Zombie Master, but I've recently pulled it out of retirement to continue on NMRiH.

Thanks for your time.

--> This topic is updated from time to time. If you are viewing this for the first time, you may want to just skip to the newest posts (and newest content/progress posted).

HOW THE MAP LOOKS AS OF THE LAST POST EDIT: (intended as a quick preview to get an idea of what the map looks like presently)

[This first post will be edited infrequently to include the most recent screenshots/information on nmo_Refuge.]

VIDEO on rooftop and soundscape progress:

-------------------------------[OLD CONTENT BELOW THIS! KEPT ONLY FOR THE SAKE OF PROGRESS LOGGING.]---------------------------------------

Post update: 28 April 2012

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UPDATE 2 (Nov 12, 2011)

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===============================================

Update 1 (Nov 6, 2011)

I should probably take smaller images so Photobucket doesn't just resize them anyway.

Playing around with fog, it's too light now.

Changed a bit in this one to make it look more like a fire. Maybe an objective here is to blow up the burning wood to get past, or dig out the sand to let the water extinguish the flames.

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The spawn room. Custom scribbling on the walls, nothing too special.

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Al's Autoworks.

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Interior.

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(Oldest screenshots.)

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In this one, I haven't properly lit up the burning debris, a fault on my part. I was thinking that one of the possible objectives is to clear the burning debris to continue down the waterway.

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Edited by Dissident

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Yeah, sorry about that. Looks like I'll have to use Photobucket/another one for now, unfortunately it resized most of them because they were too big.

Edited by Dissident

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Looks like a nice start, any idea what the objectives or gamemode will be?

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It's definitely going to be objective based, though I need to decide on what objectives I want to use from the ones I've thought of.

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It's definitely going to be objective based, though I need to decide on what objectives I want to use from the ones I've thought of.

You should have king zora block the waterway, you need to go over and activate him with E, and while he butt scoots over, it would attract a horde of zombies which you need to fend off before he gets out of the way.

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If it pleases you, I can swap him for the faceless HL2 corpse at any time. Also, an update in the first post.

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If it pleases you, I can swap him for the faceless HL2 corpse at any time. Also, an update in the first post.

Please, nothing hl2 x.x its up to you, but it kills all the mood for me when hl2 props are in a map.

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Looking great, however is that white fog in the 1st screenshot ?

Whatever that white stuff is it needs to be removed.

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Whatever that white stuff is it needs to be removed.

awiuofyn18o0r9[-aqf 7132t094dp0a-mru1=rf=ad-osi-utbr70isoufrr89035tu890iexcvt7by8u9i0o-69789-0-=cf vbhujimoki,.lp576890333333333333333344444444444444444444434

there.

happy?

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Just finished with the bare skeleton of the next and probably last sewer/canal segment of the map. I'll put more detail in it later.

I'm most pleased with my burning building. I've never had the idea to make one before and it seems to have turned out well.

Excuse the mass of pictures mostly of the same area and of any darker than usual images from uploading.

Images at the top of the first post!

Edited by Dissident

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Looking good, nice to see some decent mappers creating maps for nmrih. in zps times there were rarely any good visually custom good looking maps.

Edited by vip08

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Oh my... This looks really good! I feel like maybe you could fill the sewer and more places with more props or trash and leave decals a bit more. Besides that it just needs good objectives.

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Final base layout for the sewer before extra stuff is added.

686c1g.png

Edited by Dissident

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One of the sewer objectives that I've finished so far is to find a crank wheel and put it into the wall and open a gate but it seems to be exceedingly difficult because I may have gone overboard with the amount of zombies that climb up the wall and attack the survivors during the event. It would definitely need more than a couple of people to finish, which is good, since it's the first objective so there should not be so few people alive at that point anyway (assuming it's a full server). Anyway, does anyone have any opinions on the difficulty of objectives? I think it's an interesting subject and would appreciate any feedback, since recently I've found going through the official maps a breeze which led me to question: at what point would difficult objectives be deemed 'too difficult' and should objectives be simple and easy for the sake of catering to a wider range of players just looking to have a good time?

PS: Thanks for the comments so far. I appreciate it.

Edited by Dissident

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One of the sewer objectives that I've finished so far is to find a crank wheel and put it into the wall and open a gate but it seems to be exceedingly difficult because I may have gone overboard with the amount of zombies that climb up the wall and attack the survivors during the event. It would definitely need more than a couple of people to finish, which is good, since it's the first objective so there should not be so few people alive at that point anyway (assuming it's a full server). Anyway, does anyone have any opinions on the difficulty of objectives? I think it's an interesting subject and would appreciate any feedback, since recently I've found going through the official maps a breeze which led me to question: at what point would difficult objectives be deemed 'too difficult' and should objectives be simple and easy for the sake of catering to a wider range of players just looking to have a good time?

PS: Thanks for the comments so far. I appreciate it.

As a player that prefers going solo the majority of the time, I don't think any obstacle is impossible to overcome. You should take into consideration that an objective doesn't apply to just a group of players represented as a single entity. Every player is different, and some obstacles will be harder for some, and easier for others.

Gameplay in your map should be designed with a realistic mindset, unless you purposely want the map to have a quirky feel to it. (Mario land - Zombie master)

To sum it up. When making these objectives in your map, try to put yourself there as if it was a real life situation. What if it was just you, on your own? Or perhaps you and a friend? Or a group of players...And so on. Would a single individual be able to overcome this scenario? The answer is yes.

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