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Dissident

[WIP] nmo_Refuge

109 posts in this topic

you should position some spotlights or lamp sources of light (using red would be sweet) to help "highlight" the helipad. Overall though, it is looking very badass. Keep up the fantastic work! Are you thinking of submitting the map upon completion?

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you should position some spotlights or lamp sources of light (using red would be sweet) to help "highlight" the helipad. Overall though, it is looking very badass. Keep up the fantastic work! Are you thinking of submitting the map upon completion?

Yeah when you do finish it you should submit it.

Would be an awesome map to have among the official maps :)

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Yeah, I love red lighting and I agree. As for submitting, I'll definitely submit it once I think it's ready.

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you should position some spotlights or lamp sources of light (using red would be sweet) to help "highlight" the helipad.

I would suggest using flares and/or glow-sticks, still fills the same functions and seems more makeshift, like something survivors would use to fulfill that purpose.

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Put some not-solid, broken, wooden beams and it will look like real. The hole itself is nice, I like it's shape.

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

Looks nice. Dont forget to spam decals and overlays.

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Put some not-solid, broken, wooden beams and it will look like real. The hole itself is nice, I like it's shape.

Is this what you had in mind?

ref_nwso2.png

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Great work on that area, it looks fantastic. Keep it up I hope to see this map finished!

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the correction definitely suites it nicely, good choice!

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Here's a video showing the current progress on the rooftop, including the work I've started on soundscapes. Listen for the sound of the rain and let me know what you think.

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very very very sweet sounds and atmosphere cant wait to play that map any idea when the map could be rdy for testing

greetz

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The purple looks kind of odd, I've never seen purple sky like that. Oh well, it fits for sure so it's just a personal preference.

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A video walkthrough of nmo_refuge at present.

To do:

Fix up soundscapes and ambient_generics,

Add more detail to buildings,

Replace old HL2 textures/models from the older part of the map,

Fix up .nav,

Objective linking/entities (remove keypad perhaps),

Alternate objective pathways,

Extraction(s),

Fix up those damn reeds,

Replace cranks with alternative sprinkler activation,

And much more...

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Looks freaking amazing! I love the little details you've added in like the waving power lines at the helicopter pad as well.

Few suggestions:

- Some of the soundscapes and general ambient noise could use some adjusting/additions, like when you enter the barn at :45 the ambient sound doesn't become muffled while indoors.

- The door opening speed seems a bit slow, that might just be me though.

- Add in a 3D skybox!

I'm very impressed though, i'd love to see this get to a point where it becomes a part of the official build!

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Thanks for the input. At the moment I'm sorting out the faults, which include the sounds, lack of 3D skybox (and the door speeds, thanks for reminding me), and I'll start some real testing once the nav is set up properly. On a side note, the powerlines between the pylons also sway in the wind but, unfortunately, only the ones directly above the player are close enough to be seen as moving.

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Wow, man. The map looks fucking fantastic. The scale is good and the detail is more than adequate. Can't wait to get some zombos in those spaces and bludgeon their heads in!

Great work so far.

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To do:

Replace cranks with alternative sprinkler activation,

How about you have a pipe system on the roof or wall connecting the sprinklers,when you enter the room the sprinklers are already on

( because IRL the sprinkler system would have already been activated) but the pipe connected to the sprinkler by the fire is busted and just pooring water on the ground so all the sprinklers from there on would be off,you then have to turn a crank to stop the flow of water then go to a janitor closet and grab a pipe to replace the broken one,use the wielder on it then turn the crank again to start the water flow again through the fixed pipe allowing the water to get to the rest of the spinklers putting the fire out.

Edited by wmpunk

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