• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
Sign in to follow this  
Followers 0
dark_st3alth

[WIP] nms_deadend

39 posts in this topic

I think you're missing the wall above the doorframe? lol

other than that it is looking better. Throw in some tables or a couch or even some of army crates or something to fill in that space!

Share this post


Link to post
Share on other sites

I think you're missing the wall above the doorframe? lol

other than that it is looking better. Throw in some tables or a couch or even some of army crates or something to fill in that space!

Yea after enlarging the room height, the frame didn't fit so I will have to add a block there to fill in the space.

As for filling the space, should be easy as placing a few static props. The cable needs a look at, but that's a small problem right now.

Share this post


Link to post
Share on other sites

Maxx, you were looking for me to update frequently so here's another one.

http://www.speedysha...eadend-dev4.zip

Fixed the floor in the upper motel level.

Added missing part of a wall above one motel door.

Added props to main level of motel.

Gun store was redone (cause for some stupid reason I made it a func_detail). It's taller, and should feel better.

Graffiti in the back part, and added a truck since it felt like it really needed a vehicle back there.

Lights re-adjusted.

Share this post


Link to post
Share on other sites

Because you all love wasting your bandwidth, I though I'd show you an update to my loading screen image. No idea if it's good or not, but it seems to be better then having odd shadows on the poster. I have taken several from different angles.

loading5.png

Share this post


Link to post
Share on other sites

It is a lot better! Could some work still to it. The main things are the text and the paper.

Let's start with the text. I am assuming you are trying to go for a graffiti or spray paint look. As if someone came up and sprayed it onto the brick. Right now, it is a very solid white color and doesn't seem very realistic. What I would do is brush away parts of the text with a grunge brush, that way it isn't completely solid. I would try to add in an overlaying color, like gray, and smudge that around inside the white, to give it more than one shade of color. Then you could add in some brush detail, like wet paint or paint dripping. Sometimes when you spray paint, the paint likes to leak down the wall. So adding that can give the text more of a graffiti look. Finally, you could add in blurs, angle the text more in comparison to the brick wall, and any other details you can think of.

For the paper. It looks like it is just slapped on there, with nothing holding onto it. I would suggest trying to angle the paper in comparison to the brick wall. Add in details like dirt and blur. Finally, add in some tape or nails, or anything that would make it look like it is stuck to the wall. Don't forget shadows too!

The only other thing I could suggest is to make the brick wall more appealing. I would add more contrast to the red of the brick. That will really make the brick portion pop out more and the gray cement underneath kind of hide. I think that would make that look more interesting.

Just play around with it and if you don't like it, you can always undo it.

Share this post


Link to post
Share on other sites

CEDA is from Left 4 Dead and is not a real agency, so we'd ask that you remove that if you wanted to submit the map to NMRiH. Our back story uses the CDC and FEMA as protagonist agencies, as they are government/public agencies, and this is a form of satire.

Share this post


Link to post
Share on other sites

CEDA is from Left 4 Dead and is not a real agency, so we'd ask that you remove that if you wanted to submit the map to NMRiH. Our back story uses the CDC and FEMA as protagonist agencies, as they are government/public agencies, and this is a form of satire.

Ah ok. I wanted to throw something in from L4D to make people sort of like, "Hey isn't that for Left 4 Dead?". Forgot about the image work on the main website incorporating real logos.

But fair enough, I'll swap it out for FEMA or something.

Let's start with the text. I am assuming you are trying to go for a graffiti or spray paint look.

Yea, that's the look I was going for. Seems that I will have to rasterize it first, work on it then VTF it before I do more shots as I'm working in SFM to do the positioning.

For the paper. It looks like it is just slapped on there, with nothing holding onto it.

Yea, I'll see if I can find a nail texture to use or something. Your 100% right it doesn't look realistic.

Just play around with it and if you don't like it, you can always undo it.

Lucky enough I have the photoshop files for the textures, as it would be a nightmare doing it over again.

Share this post


Link to post
Share on other sites

Wasting more of your bandwidth, here is the second image. The brush flicks look stupid, but that's easy to fix.

renderaw.png

Share this post


Link to post
Share on other sites

- One of the safe zones origins appears to be inside the wall. zombies might have some problems there?

- Textures could use improvment. You use that same brick and roof texture all over the shot. Your grass uses no blend from what i can see.

- Brush work is basic. You should add some more detail to the outside of the building to make them seem more real. Building in both Chinatown and Broadway look fantastic. Maybe decompile them and have a look.

Generally very dark. Works in your advantage to cover the what i would call, low detail.

Try mat_fullbright 1 to see really what i mean!

I understand this is a wip. I look forward to seeing how it changes over time.

Best of luck

p.s You could start a new map. I mean this is a silly massive skyroom map...

Share this post


Link to post
Share on other sites

As people probably want an update on how this map is going, I'll post one.

Seems to be almost done, there's no major mistakes to fix, it's all just visual and performance.

Visually:

- Some of the building textures will be modified possibly to cut the dull standard look.

- The inside of the motel should look a lot better, there's stuff in there now.

- Added a sidewalk and curb which really does make it seem realistic. Might have to play around with it.

- Lighting will need a fix, and the water fails to show. It seems to be a bug as there is no leak (or could be the fog I was testing).

Performance wise, adjustments seemed to resolve the issues people would have had:

After removing the rain, frame rate as seen a increase of 10-30 in some cases.

The 3D skybox has been modified, not sure what people will think about it.

Smokestack for generator has been swapped out for a particle system. This draws a max of 9 particles instead of about 20-30.

2012090300019.jpg

2012090300018.jpg

2012090300017.jpg

2012090300016.jpg

2012090300015.jpg

2012090300014.jpg

2012090300013.jpg

2012090300012n.jpg

Share this post


Link to post
Share on other sites

This thread is getting into the depths of dead maps, so I'm posting an update.

The map has been laid out differently, and should feel more "open" in some places. I have to fix some serious lighting issues and then it should be good enough for release.

Here are some images if you want to look at them, after fixing the lighting a few brushes might get changed:

http://cloud.steampowered.com/ugc/900974823188171251/CD948BB1F6049D70E0647FC3AA34D745BACC5881/

http://cloud.steampowered.com/ugc/900974823188170360/6C17B0D8B91167770D3B66ABC75B9E232D651C3C/

http://cloud.steampowered.com/ugc/900974823188168940/51063E40F26111092D3AC85AE7DFFDB72D28DB01/

Share this post


Link to post
Share on other sites

What did you do to make it more optimized?

Other then with a few shape changes, func_occluder, hint/skip brushes, func_detail, it was just a lot of fiddling. I tried the fog, but that needs more work so the skybox doesn't look weird.

Water seemed to cause quite a frame drop too, but I went hard on the LOD (after ~500 units it's cheap water).

Biggest thing though was the rain and smoke. Removing the rain added 10-30 fps, the smoke added a few frames after replacing it with a much cheaper particle system.

Besides that, it was a long tedious process of tinkering, mat_wireframe and mat_fillrate helped spot problems. Yes the occluder isn't pretty when you look at the vmf, but I'd rather have that then low frame rates.

I tired an areaportal for the motel, but it would have taken to much time with my level of understanding currently to get it perfect.

Share this post


Link to post
Share on other sites

I'm sort of feeling that the map is done now. It just needs to be compiled, and nav generated. It should be ready for it's release maybe by the end of this weekend. Dev commentary will be released as well.

List of improvements:

Less square buildings

Varied textures and designs

3D skybox that's been adjusted to give the illusion of distance

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0