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billionlioe

nms_motel

60 posts in this topic

Hello, I have just very recently signed up on this forum, but I have been playing NMRIH for quite some time now, and found it to be one of the better survival-horror games(mods) I have played. I wish to contribute to the game by making my own map; nms_motel, WIP survival map.

These pictures are of an almost final build for it, obviously there is room for error and improvements, so comments and feedback are appreciated :D

nmsmotel0000.jpg

nmsmotel0001.jpg

nmsmotel0007.jpg

nmsmotel0006.jpg

nmsmotel0002.jpg

nmsmotel0005.jpg

nmsmotel0004.jpg

nmsmotel0003.jpg

New Images!!:

nmsmotel0002.jpg

nmsmotel0004.jpg

nmsmotel0012.jpg

nmsmotel0011.jpg

No download link yet as I still have not added any soundscapes, although I am unsure if that is really required or not...

Also, as added note, is it fine to use some models from another (source) game? I have used a bed model and some corpses from Left 4 Dead 2...

Thank you for reading, I do hope I don't come off being too formal.

EDIT:

=>> DOWNLOAD VS 1.7 <<=

Changelog(for posterity):

vs 1.1:

-Removed L4D models

-Disabled shadows on certain props

vs 1.2:

-Improvements on the custom win scenario, escape vehicle now moves.

-Placed clips on some potential exploits

vs 1.3:

-Cubemap reflections added

Version 1.4
-Wave numbers tweaked
-nav mesh modifications (to stop zombies being dumb and getting stuck)
-added gascans
-escape vehicle movements have been slightly reworked
-Some brushwork removed
-added in-map credits
Version 1.5
-More nav mesh edits
-Escape vehicle now kills zombies while moving
-Fixed small bug with displacements
-Added a few more gascans
-Added custom loading screen
Version 1.6
- "better" shadows
- Some changes to a few point_spotlights
- packed custom textures into bsp, since they cannot be used outside of my maps (namely cheeky credit sprays and loading screen)
Version 1.7
- Added more details on skybox
- Extraction camera wait time reduced
- NPC clipping for some areas
- More generous ammo placement (every room has some goodies now)
- Improved optimization
- removed needlessly complex extraction script
- fixed a possible "god spot"
- Changed some textures due to developer comment about deletion in 1.07
Edited by billionlioe

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no it is not fine to use other source mod content especially from games where you have to buy them, ill check the map out in a second

edit : just tested it, it seems like a good map just in my eyes way to small and i kinda get sick of seeing survival maps, also you should disable shadows on the fences on the floor, and ive also spotted youve used model textures on some surfaces this is why they flicker black, i choose not to install the l4d content aswell so obviously got missing models

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Welp, at least now I know.

So, the ripped L4D content is out. As for it being survival, This is my first try, survival seemed the easier of the two gamemodes to create... Though I do have another idea that was an objective map in another setting.

I did not really notice any flickering, can you point out where it is? There seems to be quite a lot of "vertexlitgeneric" textures in the material browser, chances are I would apply one to a brush sooner or later.

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its the trim above the building on fire! just keep your eyes out for textures which start with propper

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Should I have posted this onto the finished maps subforum? I get the feeling that i should have...

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Should I have posted this onto the finished maps subforum? I get the feeling that i should have...

fix the pics first!

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@Abilities, are they not appearing? It seems to be fine here.

Edited by billionlioe

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Links appear to be broken try imageshack

Now hosted on imageshack, still any problems with the pics loading? If not, I'm going to refer to imageshack for all my imagehosting needs from now onwards :P

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Now hosted on imageshack, still any problems with the pics loading? If not, I'm going to refer to imageshack for all my imagehosting needs from now onwards :P

They work now, good job!

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i have tested the map and its nice ,well done

I appreciate you having taken the time to look at it ^_^

Looks nice, but can't vouch for performance/playability.

Performance appears seamless on my computer, and according to VVIS, the map is optimised properly. As for replayability, I admit it is a small issue I guess, I'm not quite sure how to make the map more "replayable", however the fire can be extinguished and there are a few padlocks that can be welded(melted?) off...So i guess that helps?

Edited by billionlioe

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This reminds me of the Motor Inn.

Hmm.. I'm not quite familiar with what you are referring to...

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Hmm.. I'm not quite familiar with what you are referring to...

"The Walking Dead" by (Telltale Games.) He's referrin' to that location.

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"The Walking Dead" by (Telltale Games.) He's referrin' to that location.

Oh, I never played that before...

Heads up , that blue tile texture might actually end up being deleted in 1.07. lol

Aww, what a shame. Am I allowed to keep it? :P Also since you (@Payne) is a level designer, can you tell me how to submit this map for potential inclusion in the mod? I think it is "probably" ready for that... In the same vein, can(or should) I post this again on the finished maps subforum?

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Heads up , that blue tile texture might actually end up being deleted in 1.07. lol

Then I guess he'll just have to pakrat it in.

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New version uploaded! Now with exploding gascans to set zombies on fire! I don't know why I missed that on the first 3 versions... In addition cheeky credits on an area of the map.

Question: How does one make a custom loading screen? I see herschel's farm having one.

As usual, feedback is appreciated, thank you for reading ^_^

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for loading screens:

\Steam\steamapps\sourcemods\nmrih_dev\materials\vgui\loading

create a square texture usually 2048x2048 -- you will have to do two of them one for 4:3 ratio and one for 16:9

so create your two load screens at 1600x1200 reslution and 1920x1080 (or 1920x1200), scale and squish them in to squares at 2048x2048 and save them as mapextension_mapname and mapextension_mapname_widescreen

As long as the texture has the same name as your map it will automatically load.

The map looks pretty good, you can submit it to the mod here:

http://www.nomoreroominhell.com/forums/index.php?showforum=63

include screenshots or video, story summary, changelog, and a download link, much like you have in your OP. The map will be put under scrutiny by our LD department.

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