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Dissident

[WIP] nmo_Refuge

109 posts in this topic

recently I've found going through the official maps a breeze which led me to questio

that was a just a mishap with the 1.01 patch I think. Its going to get much harder I believe which means your map now will become impossible. :blink: lol

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i made cabin and broadway for next update about 40/50% harder id say lol

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fuck yes, sexy spotlights.

keep that beautifully clean contrast between dark and light atmosphere.

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Cheers, I kind of like the spotlights as well. I'm just trying to find ways to make the sewer look better before I move on.

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Maybe put some of the spotlights on the ground? That'll make the lighting more diverse and result in some awesome zombie-shadows on walls. I like those.

Also moar particle effects like fog and dust would really enhance the look. I'm really looking forward to playing this.

As for the difficulty, wait till the next patch comes out. When the zombie AI is fixed, it's going to be much more difficult. Concentrate on making the map pretty and functioning until then, would be my suggestion.

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Its looking fantastic yo, but really must increase the falloff quite a bit on those spotlights. Those sharp cones of light... That's just weird looking. They need some shadow falloff with softer edges. I get the look you're going for so they don't need to be all the way diffused, just think of how light would react naturally.

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New area done since the last post. At this rate I'll burn out again.

refugea1.png

refugea2.png

refugea3.png

refugea4.1_.png

refugea5.1_.png

Also, would anyone happen to know where I can find some good decals for the parking garage? (Like those painted lines showing where cars are meant to be parked.) If not I guess it wouldn't take too much effort to make my own.

Edited by Dissident

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Looks a bit too clean imho... maybe add some signs on the walls and the ground (parking spaces, arrows, directions)? (AND THEN I ACTUALLY READ THE TEXT UNDERNEATH THE PICS... ^^')

Also needs moar shadows, and a bit more chaos. Looks like nobody tried to escape with their car, ramming into a pillar or wall or other car or something. No blood, nothing. It's the apocalypse, dude!

Maybe have a car alarm on some of the cars if you touch or shoot it, just for effect.

Also, take a break! Burn-out is no good.

I'm really looking forward to this one. ^^

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It sure looks a lot better with simple decals for the parking spaces, I'm working on making some more for this particular area but first here's an overview of the map at the moment. The compiled and pakked bsp weighs in at about 50MB so I might have to go tone down some of the lighting in the future since the map will be getting larger.

Overview

refugeoverview.png

The awesome simple decals in action

refugeb1.png

refugeb2.png

refugeb3.png

Lastly, the area that links those stairs in the other set of images to the carpark area.

refugeb4.png

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This level is really coming together spectacularly.

What are the objectives you have in mind? Or are you planning on doing it for survival??

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The parking garage needs "arrow" decals on the floor to break up the floor texture, and more shadows, imho.

I don't care how big the map is going to be as long as it's good. ^^

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The objectives are rather loose at the moment but for now I want the map's objectives to be item delivery and rescue. Currently it's set to be an objective map but I could think of ways in which it could become survival. (Does the idea of a map with both objectives and instances of survival sound crazy?) As for more shadows, I could dim the fluorescent lights or remove more light sources because the only thing stopping the shadows you mentioned is the amount of lights attached to the ceiling.

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That would help... makes it much more atmospheric and scary, you'll sometimes only see the silhouettes of zombies etc. Flickering lights would not go amiss either. You could use headlights as an alternate light source as well, to make it more interesting. I also understand the blinding spotlights are sort of a trademark or at least re-occuring theme in NMRiH.

And like I said, more chaos would be nice, like a car that crashed into a pillar or something.

Also, puddles.

Please understand that I'm not nagging or anything, just voicing my opinion. You can tell me when it's annoying and I'll stop. ^^

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Just been mapping whenever I have spare time. Currently I'm working on my lighting. If you have any suggestions/complaints at all feel free to let me know.

Showing how the car park links to the office building above:

refuge_ta1.png

refuge_ta2.png

refuge_ta3.png

refuge_ta4.png

Basic layout of the latest part:

refuge_ta5.png

Edited by Dissident

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This map is looking very cool, man. I really can't wait to see it all laid out so I can see it in action! Are you planning on submitting it when its done?

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Thanks, I'll end up releasing it when I feel that it is ready but I've no idea how long that will take. Hitting the entdata limit might give some problems soon.

Edited by Dissident

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Model wise? I always wonder how well using proper to convert a enter room or all the static models in a room to one model would work, never tried it.

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