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Porkchops4lunch

nms_Dead_Chapel_v2

13 posts in this topic

You and your friends must defend your precious food stash from the hungry hungry zombies!

nms_Dead_Chapel: (1.07) http://www.mediafire.com/download/tx00a9xv7oxqh14/nms_dead_chapel.zip

About
- 10 waves
- Small map
- Custom win scenario
- Delicious secrets
- Objectives
- Supply drop every 3 rounds


2zh3waa.png

Development if your into that kinda thing - http://www.nomoreroominhell.com/forums/index.php?showtopic=9601

Edited by Porkchops4lunch

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Seems pretty impressive for a first map!

Only problems I came across while playing:

- Some textured had purple cubemaps. I think you just need to compile cubemaps. (add env_cubemap to level and buildcubemaps in console while in game, then restart test.)

- The area portals are a real clever touch. Just the door can be broken so you can see into the void if the door is broken while closed.

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The link I had originaly posted apparently had not been compiled but I updated the link maybe a couple hours after. Fixed health boxes being backwards and doors are now unbreakable. Do cubemaps save automatically when you build them and dissconnect or do you have to save the cubemaps somehow?

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Cubemaps automatically embed into the bsp besure to place them 64 units off the floor so there at the players height so reflections appear correctly, also the areaportal greggy was going on about needs to be set in the doors properties so the door controls the portals open/closed state, also cubemaps need to be done twice once for LDR and HDR assuming your map has been compiled for both, it is also advised to buildcubemaps with mat_specular set to 0

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Are you still working on this? This map is in my favorites list. I use the v3

Pros:

Nice level.

Difficult when the waves go by.

Cons:

Lighting, all zombies appear black. (i don't know if that was suppose to be) I use the flashlight a lot when playing with friends.

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Wow, I'm honoured players even like this map. I'm not currently working on this as I didn't think it was much worth the effort, but I do plan to come back and pimp it out after I've had more experience with hammer. There's a lot more I'd like to add/fix. I'm working away at mapping out the prison from walking dead so it'll be a while before I get to it unfortunately.

Also if you haven't found it yet there's a chainsaw hidden behind a breakable bookshelf closest to the front entrance.

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Prepare for the infamous double post.

I've finished updating and converting this over to 1.07, it's still nothing too special but the more the merrier right? (right?). I'd say I've got one more update to give this map in the future before I'm done with it. If a kind member of the staff would be able to remove the silly "_v2" from the topic title that would be most righteous indeed.

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Ladies and gentlemens, it's the fabled triple post! oh the humanity!

Anyway, I decided this was an awful map and fixed it all up and added a pretty large detail dump. I'd go as far as to say "it's an okay map" now.

I updated so much I can't even begin to list them all but most notably:


- now with custom win scenario! yay!
- weldable door and coded safe
- moar guns and ammos
- improved .nav

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I dont say anything...

It is a Map from Prokchops and this say┬┤s everything :D

One Word:

GREAT!

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I've just played it yesterday and i gotta say i like it a lot, it really gives the feeling of being cought up in a modern church. I hope you'll update it for a while, good job :)

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While the map is great for open area survival and interesting secrets, theres a few things to note.

- Anyone can hop up onto the archway and become untouchable. (Unless a infected player dies up there.)

- Nobody knows how to get underneath the map.

- Sometimes supply drops don't spawn? (Unverified.)

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- God spots aren't much of an issue anymore now that safe zones are required to be maintained.
- The area under the map opens up during extraction.
- I have not experienced this.

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