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dark_st3alth

[WIP] nms_deadend

39 posts in this topic

15330473.png

Background Information

After playing all the official maps, I was bored. Not sure what to do, I finally decided on making a decent map that was simple yet posed a challenge to my then current skill set.

It progressed my skills which I'm happy about. I was surprised at what I know and how fast I could get things done. Anyways, I hope you enjoy testing the RC1 build!

Latest version: Release Candidate 1 (supersedes all beta builds, b3 & b4)

Download via: Media Fire (7zip), Media Fire (zip)

Release Candidate 1 Play Testing Report

// 03:47 PM 8/8/2012

Performance:

- Greater frame rate then b4.

- Seems that trees are drawn when needed, could be done better.

- Seems that frame rate drops when it comes up to wave 3 and above.

-> Possibly due to many zombies being drawn? This will be investigated.

Pass, 6/10

Playability:

- Zombie spawns work, from the player side and bridge.

- Focus must be given to two points now.

- Seems a little too dark now, quite hard to aim.

-> Resolving it though a lighter env light might fix it.

- Players tend to sit inside the motel, quite annoying.

-> Might not be a map problem, or could it be related to loads of guns?

- Challenging, hard to pass with 1 person. Team work required.

Pass, 8.5/10

-- Tested on Intel i3 540 (4.1Ghz), Nvidia 560 Ti (900mhz).

Screenshots

General Screenshots

2012080800004.th.jpg2012080200013.th.jpg

Navigation Editing

2012080800002.th.jpg2012080800001.th.jpg

Optimization

2012080700016.th.jpg2012080700018.th.jpg2012080700017.th.jpg

Old Build(s)

2012_08_02_00014.jpg2012_08_02_00015.jpg 2012_08_02_00012.jpg2012_08_02_00011.jpg

Map Intel *Complete Update*

This contains spoilers, and is intended for personal interest/development as it could change the play experience.

Release Candidate 1 Update Change Log

// 01:20 PM 8/8/2012

- Performance gain should be noticeable now. Loads of optimization has been done.

- 3D skybox added.

- Zombie spawns on the other side of the bridge now work. Required by hand, ingame nav edits.

- Modified zombie spawns on player's side of the map so they are closer.

- Removed majority of nodes for AI and replaced them with nav mesh brushes.

- Removed a few guns, more will probably be removed.

- Fixed bug that caused a few faces on the motel to have incorrect lighting.

- Possible fix for supply helicopters getting stuck coming in from one point.

-- Tested on Intel i3 540 (4.1Ghz), Nvidia 560 Ti (900mhz). Passed full quality general testing with wireframe/fillrate enabled.

-- If problems persist, please post specs and problem areas. Thanks!

So here's the more in depth look at the map.

Generator

The generator is faulty for uniqueness and difficulty. After a random time between 60 to 480 seconds, the generator will die and leave players in almost pitch black.

This quickly initiates a "flight or fight" response within the player. Do I keep fighting without being able to see anything or play it safe and pull back?

Players can:

  • Try and shoot without light - thus miss a high percentage of shots and waste ammo.
  • Communicate and have some of the group shine flashlights - preventing those people from using primary firearms such as shotguns.
  • Retreat and leave the two zones in front of the motel wall open to attack.

Darkness and Lighting

I've been asked to make the map lighter. I can see where people are coming from with that comment. I made it hard to see so that you don't feel comfortable standing in one spot unloading a whole clip. There's always something called a flashlight, you may want to use that.

Doing dark maps hasn't been easy, you need custom skyboxes that fit your map's mood. Lucky, the unused harvest one fit perfectly. Only issue, the lighting had to fit with it. Lighting has been my strong point within mapping, and I wanted to show off what I can do. The best example is the police car lights. Static, always on lights would have been ok for players, but where's the realism in that?

Combining my new knowledge in advanced hammer logic and in depth knowledge of lighting, I created a near realistic set of lights for the police car. I could have added point_spotlight entities, but I didn't think they were necessary.

From the cars to the police car lights, the lighting feels like it truly fits and is what's expected.

Trees - and loads of them

The main goal of the trees is to disorientate the player(s) when they go to look for health boxes. It additionally hides the impending zombie wave. Low poly bush models hide the distinct edge between the skybox and ground on some sides.

Buildings and Layout

In my previous maps (ttt_skycity4 mainly), the buildings were quite simple, and were copy/pasted to fill up the map. This was ok for the players, but didn't demonstrate my abilities with working on complex buildings. So I pulled off much more realistic buildings this time. One thing that helped quite a bit was the planning. Instead of going with what my brain wanted, I drew the flow and layout on paper.

This map feels less like a slap dash, "here you go" sort of map - which seems to be quite common. The flow of this map seems clear and crisp with purpose. On top of that this is first time I didn't have to fiddle for hours just to put in a 3D Skybox.

The gun shop has the feel that it's been pick through, hence all the graffiti, moved shelves and things. That's why there arn't that many guns in there. That might change however.

Waves and Playability

One thing that always got me in the survival maps, is that players wouldn't naturally defend the zones (or even have knowledge about what they do) on the map. It felt like it was a guess where the zone was. I decided I would see what would happen when the zones were placed where players would naturally defend the waves of zombies. Of course, I don't have access to heat maps or extensive play testing results so it's my best guess.

After fixing some weird navigation issue, the zombie spawns on the other side of the bridge now work. Took a bit of time, but I had to put the nav in by hand in game. Works ok, and might get revised before release.

As requested, the amount of guns has been cut, and will most likely get cut again. Special note about the gun shop has been added.

---

Download via: Media Fire (7zip), Media Fire (zip)

Please comment, try it out and give feedback as this is last version before it is released!

- DarK_St3alth

Edited by dark_st3alth

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Yesterday I tested your map(b3) on a full server. It was fun but there were way too much weapons. Now theres even more in b4. So much weapons, thats not even funny. Plus you have a huge gunstore thats almost empty. There were like 4-5 packs of ammo and 1-2 weapons. My suggestion is to remove most of the weapon spawns and fill up the gun shop. Make the doors locked so you have to find a key or code to open it. Otherwise the map is great.

Edited by HisMadness

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I really like it I know you probably already know about the door dev texture so here is 2 things that I think should be fixed/changed:

1. Standing on top of that cop car (and other cars?) is a god spot zombies can't get up there (you might want to put a player clip on the top of it)

2012-08-03_00002.jpg

2.This texture for the siding(?) on the brick building is the same as the wall texture.

2012-08-03_00001.jpg

Besides those I really liked it seems really well performance optimized (unlike nms_isolated <hint hint NMRiH team>) and I can't wait to see the finished version!

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Map is not so great... but it could be worse,

My concerns:

- Far too big i think. The off limit areas should really be 3d skybox!

- I presume you named "light" entity for the generator thing. Not sure if thats a good idea.

- Your displacements should only be created on one face. (unless its actually needed like on a cliff for example, where maybe 2 faces needed) For the whole large ground area all 6 sides have been made unnecessary into displacements... This could cause clients to crash if your not careful. Select just the once face and then press create. Don't press create with the whole block selected!

- Detail could be better. The bridge for example is very basic. It could have side railing or even be broken with cool debris sticking out!

- The roof spot looks as if it would not be accessible to zombies.

My recommendations:

- Add fade distances to props to help improve fps, which is pretty low btw

- Start again...

Please enough of these large square maps with a massive hollow skybox around the outside. This is not the Unreal/Cry/Frostbite Engine. Source is not made to handle such a request from you.

Sorry if this post comes across a bit harsh. This is the 3rd or 4th map iv seen now on nmrih that is mapped in this, hash, dash, splash of manor.

btw. i love your explanations of things. A good amount of interesting text that i enjoyed reading.

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Thank you for your "valuable" input. Again, I would again like to state that the map is not done. Many of the things you stated came up in post analysis of the map.

As for fps being low, I am Supprised that you found it that way. Do you experience issues on isolated? How bad are they? I have noticed problems with frame rate in a few spots, even with my best graphics card.

Again, performance has been reviewed prior to this post and will be worked on when I come back in about 3 days.

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oh yes! isolated is pretty low fps for me near the end.... it surprises me how no one else seems too bothered except me. must be my core2 quad not holding out to their i7's.

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Nice to see you fixed some things. Displacements etc. However you can still get onto the roof easy. you seem to have added some clip however you just jump up on top of it.

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The map is quite fun, and well designed! It needs a bit more detail treatment overall, both in brush work and props and textures. The red lights for the cars all blink in sync with each other, you should stagger their blinking patterns a bit... Weapon and item placement is quite solid, and I like how the map is really nice and tight.

If you can give this map more details and finishing touches (take a look at some of our maps for examples, like window trims, ground and ceiling trims, breaking up surfaces with multiple textures, using curbs and sidewalks to accent paved areas, etc) this map would surely qualify to be submitted for including in the build :)

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The map is quite fun, and well designed! It needs a bit more detail treatment overall, both in brush work and props and textures. The red lights for the cars all blink in sync with each other, you should stagger their blinking patterns a bit... Weapon and item placement is quite solid, and I like how the map is really nice and tight.

If you can give this map more details and finishing touches (take a look at some of our maps for examples, like window trims, ground and ceiling trims, breaking up surfaces with multiple textures, using curbs and sidewalks to accent paved areas, etc) this map would surely qualify to be submitted for including in the build :)

Good to hear! I'll have to take a look at the team's maps so far. I have no idea how to make the trims look real, but the maps should give me an idea. Curbs will be added, but I think that will be a bigger adjustment.

The other thread has the latest build screenshots, so might want to look at that if you haven't already.

EDIT: I'm starting to think about another name for the map, but I can't think of a matching one.

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Personally I think the name "Dead End" is pretty rad.

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Personally I think the name "Dead End" is pretty rad.

I thought about nms_motel, but deadend will have to stay because I already recorded the commentary. Sounds great, but I'll have to think about placement of the dead end sign.

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I thought about nms_motel, but deadend will have to stay because I already recorded the commentary. Sounds great, but I'll have to think about placement of the dead end sign.

Commentary?

Had a quick look round and seems like a nice map. Found this while I was looking through, it could just be my computer but it almost looks like the textures missing (But i'm assuming it's the lighting that's fucked).

c2Gri.jpg

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Commentary?

Had a quick look round and seems like a nice map. Found while I was looking through, it could just be my computer but it almost looks like the textures missing (But i'm assuming it's the lighting that's fucked).

Hey! Someone spotted the lit up cart! It's the model that's messed somehow. I will be removing prior to hand over as we don't want to be seeing things like that.

As for the missing textures, not sure how that's possible as it only used NMRIH textures and models.

As for the commentary, it's an extra that lets the developers talk about the map and game while you go around and listen to different "nodes" or spots. Quite interesting as it gives you a look into their thinking.

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The map has gotten quite a face lift, and I was surprised how well it came out. Not done yet, as I still have to tackle the gun-store. Several new places have been optimized and old optimization put back in after fitting the doors with frames.

Lighting is being finalized, as I didn't like to see the ceiling being lit up so much. I swapped them out for spotlights, and added dustmotes to make them look less dull.

Here with spot lights: http://steamcommunit...8651121784138/?

Here is with a regular light (fine tuned): http://steamcommunit...8651121784918/?

No idea which one looks better, but I'm moving towards the regular light as it looks more like a naked bulb then the spotlight's ever will.

EDIT: The missing texture problem might be related to a cubemap that went wrong, and I'm looking into that tomorrow.

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That gigantic white ceiling just so plain.. it bothers me lol -- you gotta break up that surface some how

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That gigantic white ceiling just so plain.. it bothers me lol -- you gotta break up that surface some how

I was starting to feel the same way after looking at it more. I might add a wooden beam, but I will experiment.

As for the cart, I'm happy to hear that.

EDIT: Here's something I came up with: http://steamcommunity.com/id/DarK_St3alth/screenshot/902098651129050324?tab=public

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I was starting to feel the same way after looking at it more. I might add a wooden beam, but I will experiment.

As for the cart, I'm happy to hear that.

EDIT: Here's something I came up with: http://steamcommunity.com/id/DarK_St3alth/screenshot/902098651129050324?tab=public

Personally i don't like it. maybe something like this?

beams.jpg

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Personally i don't like it. maybe something like this?

beams.jpg

Flatness of the ceiling is getting so much more highlight, because the lack of trim running on the wall/ceiling seam and as there aren't any furniture present. I suggest you making that room 128 units tall so you can use the trim that wall texture has in the upper part (I know it has, I did it) and then adding some furniture or something to get the focus off the ceiling to middle of the room.

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if that fails I would add a broken hole with wires dangling out of it, probably a water patch right underneath it with water drop sprites or w/e it's called in-between both.

nmrih2.jpg

I love run down places.

And I haven't visited these forums its been forever.

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Flatness of the ceiling is getting so much more highlight, because the lack of trim running on the wall/ceiling seam and as there aren't any furniture present. I suggest you making that room 128 units tall so you can use the trim that wall texture has in the upper part (I know it has, I did it) and then adding some furniture or something to get the focus off the ceiling to middle of the room.

Funny enough, one of my friends said to do something exactly like that. I'll see about making the main room taller and adding a bookshelf and other things.

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First try of doing something like it ever: http://steamcommunity.com/id/DarK_St3alth/screenshot/902098651133036732. Didn't look great, it was passable.

Tried again, seems a lot better: http://steamcommunity.com/id/DarK_St3alth/screenshot/902098651135435441. Added a particle system for the water drip, I just have to and the splash one on the ground.

As for furniture, I added a book case but wasn't in the version I did the screenshots with. Any thoughts on this latest development?

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