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Dissident

[WIP] nmo_Refuge

109 posts in this topic

Sounds like an interesting idea. Also it'd be pretty awesome if level transitions worked (correct me if I'm wrong and they do) so levels could be in chapters.

Edited by Dissident

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I'm no texture artist but I think I'll just leave these screenshots here of my not exactly high quality whiteboard and writing textures, inspired by that fire propagation thread in suggestions. It has inspired me to think of a possible objective.

Definitely still WIP on the room.

refuge_ta9.png

refuge_ta8.png

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The textures look great in those shots, dude. Nice work. The room also looks believable and lived-in.

Also using supermeshes, amalgamated meshes of multiple objects, is a technique that's been used in the game industry for quite some time.

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Looking really good. About the end-data (Im assuming that's too many brushes have been used) using propper to make some of the geometry etc into models does work (You can even turn displacements into models) I had a large map with some intricate brushwork in it, wouldn't compile, ran the offending items through propper and it freed up a load of potential brush usage.

The only downside is that it can mess with textures/slightly misalign them and the model itself might be slightly off Axis, but this is barely noticeable especially if you use it on something that the player wont get right upclose to (It may even have been the case that I did something wrong, and better results are achieveable) I used it ages ago and I think its been built upon and improved since:

https://developer.valvesoftware.com/wiki/Propper

There are loads of setup and usage tutorials on youtube aswell.

Also, how did you get that glossy puddle in the parking lot, is it a decal? which texture did you use for that slightly blurry/frosted glass, and what model did you use for that 'Gorepile' in the thrid screenshot?

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By glossy puddle I assume you mean the reflections on the parking lot floor. Those are from the texture I used, just search for "wet" in the texture browser and take a look at the great asphalt textures there. As for the glass, that was nmrih/nmrih_hospital_glass_02 even if it doesn't look so spectacular in the editor view. The body bits used for the human remains can be found by searching for "body" and taking a look in the model browser. Also, thanks for the comments so far, this map has been a real learning experience for me and more of a study map than a real project (to be totally honest) but I do intend on releasing, accepting feedback and testing and improving upon what I'm not up to par on. But until that day, watch this space.

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I sense an "activate sprinklers"- objective. Moar water particles though!

Are you gonna do smoke under the ceiling? Would make it look more interesting and would only be logical if there was a fire.

Man, there's so many great looking maps in the making... exciting. ^^

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This looks fucking awesome, I'm really glad you didn't give up on the project.

Look forward to playing, the sprinklers objective is brilliant!

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refuge_tg1.png

Three valves need to be opened to activate the sprinklers, the players will be under attack by zombies during this time. The fire, light and smoke properly dissipate and the sounds are working fine.

Edited by Dissident

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Oops, looks like Filesmelt deleted a few of my images. All broken images should be fixed now (if not please let me know). Current unpacked filesize: ~60MB.

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There should still be SOME smoke after the sprinklers go off though, and MOAR before that. Also, 3 valves to activate the sprinklers? That sounds much more video game-ish to me than realistic. Just saying... I dunno which way you wanna go.

But yeah, it does look beautiful so far, and I can be very nit-picky, so... :)

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*Takes a look at new screenshots from Dissidents map*

*Stops mapping forever*

Are those sprinkler effects custom made or is that a particle effect already in NMRIH? I was thinking of doing a 'put out fire/start fire' scenario in one of my maps, but thought the lighting from the fires might look a bit shit/glitchy (I think in part due to a thread about powering lights back on in an area, and someone said it wouldn't look good/be glitchy.)

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This map is looking absolutely fantastic dude. It just keeps getting better! You'd better submit this after you release it ;)

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I actually like the lighting like this. That's what flashlights are for.

Come to think of it, a whole section that is almost completly dark (like an appartment buiding) would be really intense and scary and fun - provided you had a flashlight, of course.

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The rooftop WIP.

refuge_cl1.1_.png

Misc. screenshot from the rooftop.

refuge_cl2.1_.png

The plan as it stands is to have the end objective of starting a bonfire and then defending until the rescue arrives.

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not a bad idea, I hope it works!

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Yet another random absence and return.

Slowly. Slowly.

Also, I updated the first post to be more helpful. (Although I don't think many people go to the first post any more, unless they're looking at the thread for the first time.)

Also, if it's possible, could I please get the topic title changed to "[WIP] nmo_Refuge"? Many thanks.

refuge_gg1.png

refuge_gg2.png

refuge_gg3.png

That H needs some fixin' soon.

Edited by Dissident

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Looks cool.

But yeah, the helipad needs some work and maybe some lights.

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Looks cool.

But yeah, the helipad needs some work and maybe some lights.

Yeah isn't there a model for a helipad?

Ah right I'm thinking L4D No Mercy :(

Anyway this looks awesome :)

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It's really not meant to be a built helipad, it's meant to have been made with wood and metal boards with an H painted on by survivors, but I guess I'll see how it goes and swap it for a real helipad if necessary in the future. (The H is just a placeholder while I come up with one that looks more like it has been painted on.) Also, thanks whoever changed the title. :)

Edited by Dissident

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