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SWEGTA

nms_shoppingmall

10 posts in this topic

*** Feel free to use this on your servers :) ***

DOWNLOAD LINKS

Version 1.0:

http://www.mediafire.com/?5t5sz5r0kjk6og9

Version 2.0:

COMING SOON

*** Pics and possibly a vid will be uploaded soon

The Mall:

* 2 Parks

* 1 Bar

* 1 Casino

* 7 Stores

* 1 Bank

About:

All stores in this map are fictional (as far as I know of) and the only one that is real is MaiMai Asian Market. I'm a close friend of the owner of that store, so I asked him for permission and he said it was fine and was actually pretty impressed that his store is now in a game.

This far, there's 10 fully accesable stores where maybe 8/10 have items in them.

There will be more stores in the next version.

The zombies have 4 spawn points (garage tunnel, entreance, 2nd entreance and around a corner of the mall (this will possibly be turned into another storefilled area in the next version).

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Alright, heres my 2 cents.

Its a little too big, I found myself running through a lot of areas that were kind of pointless because nothing was there

its too spacious outside of the stores. I dont think you need more stores, I think you should had more random stuff inside them and make the areas less plain. (probably due to the lack of decals)


This here was a bit too much...



not sure what you were going for here but it was really unnecessary


heres a few more pics in an album: http://imgur.com/a/z6j5y

Edited by KingJCarroll

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yea flash lights are expensive. no more than 10 in a map are needed.

Also. we got problems here.

Here in the image below you can see that you have compiled on either fast vis or no vis. Pretty much the whole map is being rendered all the time. This equals shockingly low FPS.

fPJp1.jpg I also noticed that the top area of the map is open. A hollow skybox around the whole map i presume... This does not help matters in the optimization department.

jhzYb.jpg

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yea flash lights are expensive. no more than 10 in a map are needed.

Also. we got problems here.

Here in the image below you can see that you have compiled on either fast vis or no vis. Pretty much the whole map is being rendered all the time. This equals shockingly low FPS.

fPJp1.jpg I also noticed that the top area of the map is open. A hollow skybox around the whole map i presume... This does not help matters in the optimization department.

jhzYb.jpg

Problem is...? O.o

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Did you compile VIS on "fast" or "no"?

vis.jpg

Or did you make every wall func_detail? In optmized maps you wont be able to see the whole map when using "mat_wireframe 3" in console.

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yea flash lights are expensive. no more than 10 in a map are needed.

Also. we got problems here.

Here in the image below you can see that you have compiled on either fast vis or no vis. Pretty much the whole map is being rendered all the time. This equals shockingly low FPS.

fPJp1.jpg I also noticed that the top area of the map is open. A hollow skybox around the whole map i presume... This does not help matters in the optimization department.

jhzYb.jpg

I was wondering why Chinatown ran better

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