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thegregster101

nms_Hershels_Farm

26 posts in this topic

Hershel's Farm Version 2 HOTFIX!:

- UPDATED (12/09/2012)

Download at DropBox

v2 HOTFIX patch notes

  • Added back in some areaportals for better performance (If you really suffer low fps can use r_3dsky 0)
  • Crop lighting adjustments

v1 patch notes

  • Added spawn locations for 1.05's Bandages and Medickit
  • New models to replace the hl2 citizen models
  • New wounded animation for female models once zones reaches 0%
  • Added HDR lighting
  • Adjusted some props fade distances
  • Added Safe deposit box to basement (opened by either knowing the code or using welder)
  • More detail in house overall
  • Turned shed into model
  • New grass props to replace the more expensive bush model
  • Removed area portal windows due to strange graphical issue
  • Minor nav changes

Older Changes:

b8 patch notes

  • Finally fixed helicopter stuck bug (sorry for delay)
  • Glass now breaks if a zombie goes right up to it
  • New crops, cows, curtains, rails and scarecrow models!
  • Clipped off some more possible camp spots and physic clipped some other places too
  • Map is generally lighter than before
  • Added another car that contains some goodies!
  • More navigation tweaks and small map adjustments to aid zombies
  • A few more zombies add to each round
  • Friendly fire blocker added to spawn area
  • Added another exit from spawn area to counter a possible blocker
  • Removed strange wood texture from cupboard under stairs that would sometimes appear invisible

b7 patch notes

  • Fixed helicopter stuck bug (failed)
  • Added a motorbike to escape on
  • Added a chicken run with chicken
  • Clipped off some possible camp spots
  • Barn now catches on fire at the end
  • Anti camp system on top the rv and barn roof

b6 patch notes

  • Fixed area by the tower where the helicopter could get stuck
  • Added new fire trap (press and hold e to activate)
  • New use for key, can unlock upstairs wardrobe
  • Changes made behind the house to improve zombies abilities at getting to the roof
  • Some new models and details
  • Moved a spawn to stop any afk blockers

b5 patch notes

  • Fixed hovering supply box in the barn
  • Removed the 3 roof grenades that i accidentally left in for testing purposes
  • Various changes to the ai navigation
  • Fixed a spawn where many of the zombies would retard about
  • Added a new secret compartment containing grenades and pills

b4 patch notes

  • Added new enhanced area behind the house
  • Changed the old shed into an old stable
  • Trucks don't hover anymore
  • New supply spawning system (hopefully wont bug)
  • Added 1 new helicopter drop zone
  • Removed 3 of the 4 house doors
  • Generally harder!

b3 patch notes

  • Added 2 new zombie spawns (Slope and Shed)
  • Fixed loading screen file names
  • Removed some clips that sometimes blocked players from picking up items
  • Added 2 new models (crop and haystack skybox models)
  • Added another health station place spot
  • Tweaked ending camera
  • Added the walking dead intro music to play when trucks are leaving
  • Added new ladder way onto roof near back of the house
  • Decrease area portal window distances for the house
  • Removed some flash lights
  • Added more melee weapons and ammo
  • Altered some fade distances on some bush models
  • Added new zombie entrance into the barn
  • Clipped zombie spawns from player
  • Blocked up one window for more fps
  • Clipped a Fence
  • Replaced some big trees with smaller ones to help with the camera view
  • Added random car outside the house

b2f patch notes

  • Fixed Ending (I was missing a couple outputs, derp me)

Story

The remaining men from the group are out to hold off the Hordes while the woman and children are inside the safety of the house. You must protect them as well as the generator that supplies power to the house. Hershel does not want to leave without and fight and insists you stay there until you cant hold no more.

  • 10 Waves
  • Supply Drops (every 3 waves)
  • Custom Ending
  • 4 Zones to Defend
  • Multiply Supply Bag Locations
  • Custom models & textures
  • Cubemaps
  • 3d Skybox
  • Nice Sounds
  • Particles
  • Some easy to find Secrets

In-game screen shots: (OUT-DATED)

saHGe.jpg

7SamF.jpg?1

fjxpx.jpg?1

ZRSXD.jpg?1

This map should not be too hard to win. You start with a lot of ammo and guns around the place.

Map is nearing completion now and seems to play well enough on the BBG servers i have tested it on.

-----------------------------------------------------------------------------------------------------

Credits

Created by thegregster101

Custom Models:

Weather cock - Cpt Ukulele

Certains/Dead Cows/Scarecrow/Field Crops/Curtains - pedroleum

Field Crops Modifcation - DormantLemon

House Rails - fisheye/retextured by me

Pillar/Book Shelves - css Valve

Alyx Reskin - Major Dinoz

Motor Bike - GTA4 porting by Ace00731

Chicken - RoadMaster/Jihad/MOZONE porting by L. Duke

John Deer Tractor - TractorSource/Templaer

Female Model - Gearbox Software/Cabbie/JorisCeoen

-----------------------------------------------------------------------------------------------------

Any feedback on the map would be great.

Have Fun!

Edited by thegregster101

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It's a pretty neat map, like how you placed those HL2 citizens in the safe zone and they serve as another audio indicator that you're under attack :) What's the purpose of the generator though? Are the lights in the house supposed to disable once Zone D's gone?

Also, you may want to tone down the number of flashlights; I think there's a limit to the amount of dynamic lights that the Source Engine can handle (8, including our flashlights) but SSBA knows for certain. And uh, on a more practical state, having more than 4 or 5 flashlights on generally kills FPS for those who have subpar graphics cards :P

Overall though I like the map, visually it looks good but I think you could spruce up the exterior more (I think we have some cornfield model laying around that you could use in the public build) and this is just me but once the map's as bug free as it can get and done gameplay wise, adding some Color Correction and HDR would help too since the light can look a bit 'flat' in some cases

Keep up the good work!

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It's a pretty neat map, like how you placed those HL2 citizens in the safe zone and they serve as another audio indicator that you're under attack :) What's the purpose of the generator though? Are the lights in the house supposed to disable once Zone D's gone?

Also, you may want to tone down the number of flashlights; I think there's a limit to the amount of dynamic lights that the Source Engine can handle (8, including our flashlights) but SSBA knows for certain. And uh, on a more practical state, having more than 4 or 5 flashlights on generally kills FPS for those who have subpar graphics cards :P

Overall though I like the map, visually it looks good but I think you could spruce up the exterior more (I think we have some cornfield model laying around that you could use in the public build) and this is just me but once the map's as bug free as it can get and done gameplay wise, adding some Color Correction and HDR would help too since the light can look a bit 'flat' in some cases

Keep up the good work!

Yes, i agree with all your statements and i was indeed a little concerned about the the flash light in general. On css i have often disabled the use of flash light completely to give more fps. This is on 64 player servers though not 8. This is why i figured i might be ok. If this is not the case i will remove some for the next version.

The corn field model sounds good. I hope its of low polly as the one i found is far too detailed. I did not use it for this reason and i would have also had to re scale it to skybox. I was planning on creating a propper model using the maze texture already in the the nmrih files under the "harvest" folder. I held off due to my paranoia of low fps.

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I checked out it for a short while and Design-wise it's one of the best Survival maps I have played. I don't have much feedback to give other than this (8 players would be needed):

*snip*

Since there is so much open land near the windmill, I suggest you could fill that up the corn-field and/or trees.

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Also, you may want to tone down the number of flashlights; I think there's a limit to the amount of dynamic lights that the Source Engine can handle (8, including our flashlights) but SSBA knows for certain. And uh, on a more practical state, having more than 4 or 5 flashlights on generally kills FPS for those who have subpar graphics cards :P

Just loading up a map to play by myself and turning on a flashlight brings mine down by 10 FPS <_<

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Just loading up a map to play by myself and turning on a flashlight brings mine down by 10 FPS <_<

In the new version i'm working on now i have removed some flash lights.

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This map is pretty solid! Keep updating and polishing it!

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updated to beta 5... please tell me of bugs!

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updated to beta 8. i hoped i remembered to pack everything.

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I want to try the newest version!

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I want to try the newest version!

Maybe I can arrange a test with Riley of the b9 version for 1.05

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I am also excited for the new version.

*Edit: New version of your map. Not the game. Well I am excited for that too. lol

Edited by Fathomless

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