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Zen

[WIP] nmo_cold_black [BETA]

26 posts in this topic

Over the summer I have been working with all of my available time to produce a collaborative project with the infamous Hartmann (Creater of Intersection). That projects content has been shown on the map pimpage thread and in a few other places. However, the project was put aside with the successful use of propper to finish a long time dream of mine, now adapted for NMRiH.

The map, storyline to be published later, is basically a spaceship. The problem with the spaceship construction in previous attempts has been sources limits, but due to propper I am able to do much more with my areas while maintaining optimization. A large portion of the content is custom made, both textures and models, by myself, in order to produce the atmosphere I wanted.

Help yourself to some content:

coldblackbanner.png

nmocoldblack0001.th.jpg

nmocoldblack0002.th.jpg

nmocoldblack0003.th.jpg

nmocoldblack0004.th.jpg

The map is in an extremely unfinished state!

I'm totally aware of the errors you will see in the images here. I am also aware though, that people need some shit to play, so I'm focusing on making the map functional if not beautiful for the time being and releasing it with "_beta" attached so you can enjoy it now. Thanks to the incredible helpfulness of propper, the map has come together faster than any of my other projects, but it is currently facing logistical problems. Due to a cluster of exams coming up, progress will be slowed, but the beta will be available soon for playing. Please feel free to post any suggestions you have, or even compliments as I have low self-esteem (joke). The map has some flexibility as I am not picky, so if you have an incredible idea I will do my best to make it happen.

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Zombies in Space, I guess that works.

Yea! If you read the "Day by day Armageddon" series thats where they come from! Haha

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Zombies in space has appeared in many games. Normally games tend to set it either inside a space side or on a planet or moon.

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I'm not big fan of zombies-in-space with civilian looking zombies we have. The map looks good though, definitely beats the hell out of ZPS' custom maps located in space with combine textures and horrible lighting decisions.

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Do my eyes deceive me? Or do I see...

NMO

holy fuck best map 2012

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I'm actually attempting to do a few reskins and pak them in before I release so everyone, including the characters you play, are wearing ship uniforms related to their original outfits.

Won't be present in beta though.

Storyline VERY MUCH derived from Dead Space, as well as some gameplay elements.

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Totally justified bump:

nmocoldblack0006.th.jpg

nmocoldblack0007.th.jpg

What you're looking at up here is the Turbolift system, it's three lift chambers, featuring lots of glass for space viewing, that randomize the players experience.

Every time you come to a turbolift, you will randomly end up in one of three locations in the next zone, there are a total of 27 unique combinations of gameplay.

I've also included a noclip view of the entire level, starboard side, showing the different zones [columns] and the three floors each contain.

nmocoldblack0008.th.jpg

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It's not really "a bump" if it's your own map and you're just making some progress. ;)

Also, looking really nice so far! I like the texture and brushwork combination there. Lighting is just looking a little "flat" in the areas shown (and probably elsewhere too). I guess you're saving work on that for the polishing-phase of the map.

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Absolutely with the lighting, the focus at the moment is to finish functionality and most of the latter updates will be aesthetics. The push for Beta is mostly to give everyone something to do.

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Zombies in space has appeared in many games. Normally games tend to set it either inside a space side or on a planet or moon.

Are there any other options? lol

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Quick question, are zombies in zones already traveled through slain by a trigger_hurt or does that game handle that automatically?

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nmocoldblack0009.jpg

Bear in mind, most of the interesting shit has not been shown in the posted material, I'd like it to mostly be a new experience when you play.

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You should add a gravity trigger near that open area. Then players be all like slow-mo "noooooooooo".

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Breaking News

There's very little left to do guys, Objectives are set up and I'll be playtesting them with Gregster (my main squeeze) at a point soon in time.

Just working out some gameplay problems regarding zombies and elevators, if that's general enough for you.

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Breaking News

Gregster (my main squeeze)

Map looks SPECTACULAR AND it's an NMO...

However I really would prefer if you kept yours and Gregster's sexual escapades to yourselves.

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If you guys could post any and all information regarding zombie spawning besides the wiki article (I know where to find that), it would be greatly appreciated.

Currently the agenda is as follows:

Fix Zombie Spawning problem

OPEN BETA

If that's not enough encouragement then I honestly don't know why I'm making the map. >.>

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Ok rebuilt the whole navigation mesh by hand and completely rewired all the zombie spawners, they now function and the game is at a good difficulty.

nmocoldblack0016.jpg

nmocoldblack0014.jpg

nmocoldblack0012.jpg

nmocoldblack0011.jpg

I'm honestly pretty unhappy with the appearance at the moment, it's not at the standard I hold myself to, but hey, that's why it's called beta right?

All that's left is a more privite playtesting to make sure it all runs smoothly, fixing whatever's wrong there, then you guys can have the sucker.

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News

The map has been passed off to gregster and is in private (more or less private) beta for the time being. OPEN BETA is expected to be released before wednesday.

My dear computer, proudly producing ttt_hendrix, ttt_floyd, and nmo_cold_black, suffered a stroke in the form of combustion into fire and smoke the other day and is officially deceased. This has been a minor setback for the map but obviously from the first bit of news it's all still on the rails.

However while in "private" beta I can't make major changes to the map, seeing as the point of beta is to make sure it works, I've begun reskinning players so they fit with the story of the ship level. Based off my experience with pakrat, reskins that are paked into a map should take effect while the map is running and dissappear after, utilizing this, I started today, without Photoshop (my dearest companion), turning Bateman into the ships doctor. As a side note, GIMP is a motherfucker and it's tools are shit.

batemanpreview.png

Anyone else think he looks like Archer?

archerql.jpg

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I'm really glad to see this map progressing so well. The concept is different from the others that currently exist, and lends itself well to a creepy feeling. Zombie infestations are stressful. Being trapped in (in space) with one in close quarters is worse. NMO is always lovely to see and, I find, a lot more immersive, currently, than the NMS maps. Context-appropriate skins for the map is a really nice touch. Many thanks to you and all hard working mappers.

(Also, yeah, compared to the almighty Photoshop, gimp pales in comparison. However, for those of us who can't afford or legally own Photoshop, gimp is a very good second considering it's free. The controls are completely counter-intuitive for seasoned PS veterans, though. I can only imagine the thought process was "Ok, now muddle up the controls and tools horribly in order to avoid lawsuits from Adobe".)

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