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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [Project] Operation Suburb - In Progress
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Author Topic: [Project] Operation Suburb - In Progress  (Read 214723 times)
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #100 on: April 25, 2010, 10:49:19 PM »

Mostly the brick textures:

If you don't approve of it, I fully understand.

Note: I did not modify any of the inside of your home, just the outside surface.

Here's the link to the images

http://img541.imageshack.us/gal.php?g=tyrantt100houseremix000.jpg
Tyrant T100
Poster

Posts: 1725


The State sees all!


« Reply #101 on: April 26, 2010, 06:32:29 AM »

That's great, thanks. It defiantly fits in with the other houses more now.

http://www.youtube.com/user/TyrantGrandburnin
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #102 on: April 26, 2010, 02:07:23 PM »

Awesome, I'm glad you approve of it. :D

Your interior by the way is very detailed, nice job on prop placements and brush work.
Tyrant T100
Poster

Posts: 1725


The State sees all!


« Reply #103 on: April 26, 2010, 09:00:01 PM »

Thanks, I think I'm generally better at interior design rather than exterior.

http://www.youtube.com/user/TyrantGrandburnin
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #104 on: April 29, 2010, 12:43:16 PM »

NEWS UPDATE:
Just a friendly reminder:

The Final Submission Date is only a mere 5 Days Away (May 5th)


The submission date is closing in! For those involved in the project, you should be in the process of finalizing your homes. Optimizing brushwork as well as applying func_detailing, areaportals, skip/hint and nodraw should be taken into consideration throughout the next few days before you submit your homes.

As always, if you have any questions or concerns please reply either in this thread or PM me in the forums. I will be paying close attention to my inbox as well as this thread until the date of the deadline.

Best of luck on your submissions!
« Last Edit: May 02, 2010, 04:55:02 PM by Silverstream »
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #105 on: May 02, 2010, 05:07:31 PM »

SECOND LAST IMPORTANT NEWS UPDATE:
Just a friendly reminder:

The Final Submission Date is only a mere 3 Days Away (May 5th)

You should be in the process of compiling, finalizing and submitting your homes to the email: radiantfusion1@gmail.com.

Please note, I will not be accepting any submissions after May 5th.

However, if you are experiencing any personal unavoidable issues which prevents you from submitting for this date, please either email me at radiantfusion1@gmail.com OR pm me here in the forums OR if you wish to speak with me on steam but have not added me, my steam community page is:   http://steamcommunity.com/id/streammapping

I will be announcing an update on May 5th which includes users who have successfully submitted their homes and those who haven't.

After May 5th, every week if not twice a week, I will make an effort to provide Work in progress images of the project.
Anyone who wishes to assist me is most certainly welcomed. Just add me on Steam using the above steamcommunity URL.

Best of luck on your submissions!
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #106 on: May 02, 2010, 09:09:06 PM »

Sorry Silverstream, this whole last month I've been having a lot of personal and life problems and never got the chance to come into the thread and let you know, but I just can't finish/commit to this.
Again, sorry I'm letting you know so late down the road, but it's better than me not saying a word.

www.dnr-gaming.com
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #107 on: May 02, 2010, 09:21:26 PM »

Thanks for taking the time to notify me C.Mong. I wish you the best in your personal life.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #108 on: May 04, 2010, 01:03:54 AM »

NEWS UPDATE:
Neighborhood Overview Test  [color=yellow]

The following are a few screenshots I took while assembling and organizing the neighbourhood layout within source valve hammer. Please note, this is no where near the final layout as I require all the house submissions to determine brush dimensions.

Screen-shot 1:
http://img199.imageshack.us/img199/3627/neighbourhood3.jpg

Screen-shot 2:
http://img268.imageshack.us/img268/2043/neighbourhood2.jpg

Screen-shot 3:
http://img17.imageshack.us/img17/7164/neighbourhood1.jpg

Link to Image Album:
http://img17.imageshack.us/gal.php?g=neighbourhood1.jpg

Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #109 on: May 04, 2010, 03:02:54 AM »

NEWS UPDATE:
Neighborhood Overview Test #2  [color=yellow]

After compiling the map and taking a few screenshots, here's what I managed to get. I personally believe it came out quite nicely. I'm open to constructive criticism and any thoughts of improvement.

Screen-shot 1:
http://img11.imageshack.us/img11/7149/neighbourhoodcompile000.jpg

Screen-shot 2:
http://img24.imageshack.us/img24/7149/neighbourhoodcompile000.jpg

Screen-shot 3:
http://img87.imageshack.us/img87/7149/neighbourhoodcompile000.jpg

Screen-shot 4:
http://img227.imageshack.us/img227/7149/neighbourhoodcompile000.jpg

Screen-shot 5:
http://img18.imageshack.us/img18/7149/neighbourhoodcompile000.jpg



Link to Image Album:
http://img18.imageshack.us/gal.php?g=neighbourhoodcompile000.jpg
« Last Edit: May 09, 2010, 03:31:03 PM by Silverstream »
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #110 on: May 04, 2010, 03:11:03 AM »

Looks... really really big.

You're all the most fucking heartless people
CrazyChicken
Poster

Posts: 604


Beep Beep Boop


« Reply #111 on: May 04, 2010, 03:18:55 AM »

Looks good. I was wondering Silver if you fixed a few bugs with mine as I said in the PM I've had too much personal stuff to really fix it up. The few bugs I'm thinking of is the door not falling (weak phy_explosion) and the crappy lights I put on the boarded windows trying to make a cool light effect, that didn't work. And if I remember one of the walls has the wrong texture. I'm almost certain there is another bug but I don't remember it. Thanks and sorry I couldn't finish it myself.

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #112 on: May 04, 2010, 03:23:50 AM »

Looks good. I was wondering Silver if you fixed a few bugs with mine as I said in the PM I've had too much personal stuff to really fix it up. The few bugs I'm thinking of is the door not falling (weak phy_explosion) and the crappy lights I put on the boarded windows trying to make a cool light effect, that didn't work. And if I remember one of the walls has the wrong texture. I'm almost certain there is another bug but I don't remember it. Thanks and sorry I couldn't finish it myself.


Don't worry, I took care of these issues. I actually got rid of the phys_explosion entirely since it isn't exactly feasible in a TTT game. I doubt anyone wants to die from a door crushing on them. As for the texturing, I adjusted the textures and changed a few as well. I assure you here that your style is the same and not changed. Finally, the lighting has also been taken care of. I increased the brightness levels on your lights and tweaked the coloring as well.

Looks... really really big.


Oh, I'm just getting started....
Soduka
Poster

Posts: 680



« Reply #113 on: May 04, 2010, 04:24:30 AM »

This could be a great map for big servers, something they can run. Hopefully it turns out interesting enough to have those servers run this a lot.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #114 on: May 04, 2010, 06:30:58 AM »

Oh, I'm just getting started....
See, this is not good. This will ruin the map. Bigger isn't better, it's worse. Large, open maps have really slow gameplay that consists of innocents standing around in the street, doing nothing because it's the safest spot and going into buildings is dangerous. Just look at richland.

If you want my advice, dense everything up. Maybe make the road go in a loop instead of a T-shape, focusing gameplay into the homes and backyards.

You're all the most fucking heartless people
Tyrant T100
Poster

Posts: 1725


The State sees all!


« Reply #115 on: May 04, 2010, 06:42:51 AM »

It looks good.
See, this is not good. This will ruin the map. Bigger isn't better, it's worse. Large, open maps have really slow gameplay that consists of innocents standing around in the street, doing nothing because it's the safest spot and going into buildings is dangerous. Just look at richland.

If you want my advice, dense everything up. Maybe make the road go in a loop instead of a T-shape, focusing gameplay into the homes and backyards.

Downtown worked quite well and that was a big outside map, mainly because buildings were distinguishable.
The suburb houses on this have different layouts this might be less of a problem than Richland, but obviously until people start playing it we wont have any idea were people will go and camp.

http://www.youtube.com/user/TyrantGrandburnin
Tannerbondy
ZM2 Developer
*****
Posts: 7547



« Reply #116 on: May 04, 2010, 06:50:22 AM »

Work on the map in the direction you desire and when you feel it's complete, start a closed beta test on the map for, let's say a week to two weeks. During the tests, you should gather up any information on its flaws, exploits, etc and then use it to fix said problems in the map.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #117 on: May 04, 2010, 02:06:12 PM »

See, this is not good. This will ruin the map. Bigger isn't better, it's worse. Large, open maps have really slow gameplay that consists of innocents standing around in the street, doing nothing because it's the safest spot and going into buildings is dangerous. Just look at richland.

If you want my advice, dense everything up. Maybe make the road go in a loop instead of a T-shape, focusing gameplay into the homes and backyards.


I'm currently in the process of looping the streets to give it a more realistic feel. Dense foliage more specifically vegetation (trees, plants, grass) will be added. I also plan on having players move throughout the neighborhood via backyards and what not.

I assure you, this map will only span among two streets to allow players to venture around. I will utilise a 3d skybox to offer the illusion that the neighbourhood expands greatly, but of course this is not enterable.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #118 on: May 04, 2010, 02:47:08 PM »

Downtown worked quite well and that was a big outside map, mainly because buildings were distinguishable.
The suburb houses on this have different layouts this might be less of a problem than Richland, but obviously until people start playing it we wont have any idea were people will go and camp.
Downtown was very dense and the streets were very narrow, not to mention the fog.

Hopefully this whole foliage thing works it out. Still, if the map is as big as I think it is, it's going to take 1-2 minutes just to cross it. In a gamemode where you constantly have to be hunting down innocents / bodies, that really puts the lame on things.

Still, I look forward to trying it and hopefully being proven wrong.

You're all the most fucking heartless people
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #119 on: May 04, 2010, 05:36:03 PM »

NEWS UPDATE:
Neighborhood Overview Test #3: Static Models [color=yellow]

I decided to convert the homes into (1/16) scale static models using "Propper" which I then inserted into a 3d skybox without affecting any MAX_Brush limitations of the source engine. The following are a few screenshots I took of the end result.

Screen-shot 1:
http://img512.imageshack.us/img512/7280/neighbourhoodcompile500.jpg

Screen-shot 2:
http://img28.imageshack.us/img28/7280/neighbourhoodcompile500.jpg

Screen-shot 3:
http://img571.imageshack.us/img571/3989/neighbourhoodcompile500z.jpg

Screen-shot 4:
http://img684.imageshack.us/img684/7280/neighbourhoodcompile500.jpg

Screen-shot 5:
http://img189.imageshack.us/img189/7280/neighbourhoodcompile500.jpg

Screen-shot 6:
http://img72.imageshack.us/img72/7280/neighbourhoodcompile500.jpg

Screen-shot 7:
http://img687.imageshack.us/img687/7280/neighbourhoodcompile500.jpg

Link to Image Album:
http://img687.imageshack.us/gal.php?g=neighbourhoodcompile500.jpg
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