Welcome, Guest. Please login or register.
Did you miss your activation email?
November 21, 2024, 08:53:19 PM
Home Help Login Register
News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [Project] Operation Suburb - In Progress
Pages: 1 ... 7 8 9 [10] 11
Author Topic: [Project] Operation Suburb - In Progress  (Read 214553 times)
CrazyChicken
Poster

Posts: 604


Beep Beep Boop


« Reply #180 on: July 28, 2010, 09:24:02 PM »

I regret to inform TyrantT100 and CrazyChicken that your homes will not be included within the release.


That's okay. I was wondering how you would manage that. Especially if more people sent houses it would be impossible to play because the entdata would be so full.

Also the map looks really well done can't wait to play it in TTT :D
« Last Edit: July 28, 2010, 09:25:09 PM by CrazyChicken »

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
JoshJosh117
Poster

Posts: 16


« Reply #181 on: August 02, 2010, 02:17:10 PM »

Looks awesome, but couldn't you make the houses different colors?
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #182 on: September 11, 2010, 01:31:05 AM »

NEWS UPDATE:
Neighborhood Detailing (Vehicles/House/Backyard Detailing)[color=yellow]

I am officially nearing the end of completing this map. I simply need to add detail to the homes and populate the streets and lawns with vehicles and shrubs/bushes.

[color=orange]Yes! Paths have been added to the Homes!


Quote
Ajunk: Give those goddamn doorways some paths!
AndyTheGeeky: There's still no paths to front doors.
DemiGod: There's still no paths to front doors.




The following are the most Up-to-date screen-shots of my progress. Enjoy!

Image Links

http://i51.tinypic.com/jgslrb.jpg
http://i56.tinypic.com/15rbono.jpg
http://i56.tinypic.com/qyza5c.jpg
http://i54.tinypic.com/2mg2zaa.jpg

On a Side Note: Anyone who is able to locate any decently detailed static vehicle models would be highly appreciated. The current vehicles I am using are downloaded from www.garrysmod.org. These vehicles are used as prop_dynamics and were meant to be drivable. Since they are fully animated for driving, within the map, they appear to float above the ground. I doubt I can fix this.

Anyone with mapping experience who believes they may know a potential solution for this problem, please either add me to steam or reply here in this thread. I will offer more details and elaborate more on the problem.
« Last Edit: September 11, 2010, 01:32:38 AM by Silverstream »
eeny
Build Tester
*
Posts: 10242


+1


« Reply #183 on: September 11, 2010, 01:33:13 AM »

Those paths sure are angular.

Nobody Expects the Malkavian Inquisition!
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #184 on: September 11, 2010, 01:40:16 AM »

Those paths sure are angular.


I'm afraid its simply the only way unless I plan on having intersecting displacements.
It won't be too noticeable in-game since players cannot reach a height above the homes.
Meta-Stick
Poster

Posts: 481


it contains, a daisy box


« Reply #185 on: September 11, 2010, 02:07:14 AM »

It's in the middle of the desert, and that fucking looks nice. I can't wait.

Just grab some bottles and stick them in girls...
mysquirrel
Poster

Posts: 1433


VIDEO GAMES MADE ME DO IT


« Reply #186 on: September 11, 2010, 11:28:23 AM »

Looks Good, the map is attractive.

I AM THE DEV SUMMONER

My fingers are itching to reward you with a ban for reporting this.
bigbadboo
Poster

Posts: 287


« Reply #187 on: September 11, 2010, 12:24:52 PM »

Looks good, did you photo edit a few of them, the sharpness looks alil off?
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #188 on: September 11, 2010, 05:20:40 PM »

Gotta say, map looks amazing. I really can't wait until you finish this. Seems soon, too! :D

www.dnr-gaming.com
Manmax75
Poster

Posts: 254


Programming Guy


« Reply #189 on: September 12, 2010, 06:53:25 AM »

nice, very nice, reminds me of those nuclear testing towns back in the 60's... hmmm possible ttt objective?

Ride Forward and Thrust Your Pelvis In The Dark Void. The One Induced By Pleasure Yet Cast By The Bigger Picture.
thelastlambda
Poster

Posts: 30



« Reply #190 on: September 13, 2010, 11:59:05 PM »

Finally a map where I can claim a house and yell out to all those damn terrorist to get off my front lawn!

Over 25 maps Rearmed for TTT
Darkebrz
Poster

Posts: 189


« Reply #191 on: September 14, 2010, 12:55:12 AM »

Please optimize this well.
I die inside if this map is optimized badly.
Joest
Build Tester
*
Posts: 10501


ZM's Resident Furfag


« Reply #192 on: September 14, 2010, 01:41:21 AM »

This map looks really, really interesting.

I love cats. My cat ambushed me when I got out of the shower and attacked my dick.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #193 on: September 14, 2010, 01:58:13 AM »

Please optimize this well.
I die inside if this map is optimized badly.


I will do my utmost best.

I'm currently already in the process of implementing func_areaportals, func_areaportalwindows, func_occluders and hint/skip. I will warn you though, I am exceedingly close to the brush limit despite my optimizations with brushwork. I'll try to make it as playable as possible.
NaPStone2
Poster

Posts: 165


I AM UNORGINAL SO I USE THIS GIF


« Reply #194 on: September 15, 2010, 01:55:31 AM »

Finally a map where I can claim a house and yell out to all those damn terrorist to get off my front lawn!


This, So much this.

maybe u shud w8
then stream got time 4 ur rqest later
and u downlad
Tannerbondy
ZM2 Developer
*****
Posts: 7547



« Reply #195 on: September 17, 2010, 01:40:29 PM »

This map makes me want to play TTT again.
bigbadboo
Poster

Posts: 287


« Reply #196 on: September 17, 2010, 03:49:39 PM »

Can noone comment this until the next update, you get me too damn excited :P.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #197 on: November 06, 2010, 04:07:25 PM »

For those users following the progress of this mapping project, as you are probably aware, an update has not been released for some time. This is mainly due to my busy schedule.
I have personally vowed to complete this, so for those eager to see this map released, please wait a little longer.

To conclude, this project is still very much alive and is an ongoing process. I will try my utmost best to give out an update within the next week or so.
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #198 on: November 06, 2010, 05:29:28 PM »

Silver, my house has 3 floors (and no, its not a mansion). The third floor has the Laundry and my Parent's room (+ Service Bathroom/Room). So can I make this?

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
Silverstream
Poster

Posts: 174


Project Suburb Developer


« Reply #199 on: November 06, 2010, 05:40:12 PM »

I'm afraid a while back I stopped accepting homes for this project. At that point, whatever submissions I received were evaluated for anything I could use.
At this point in time, I'm in the process of detailing and finalizing the map.

Sorry EpicBox, but no further submissions will be received. In addition, even if I did accept your home, I couldn't integrate it into the map.
I'm incredibly close to the source engine's brush limits and the map file size is getting to be quite large.

Pages: 1 ... 7 8 9 [10] 11
Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [Project] Operation Suburb - In Progress « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.012 seconds with 18 queries.