• ToxSin Needs Mappers!
    116 replies, posted
So i've made a new [url=http://www.facepunch.com/threads/1073273-ToxSin-Gratuitous-Violence-and-Moonshine-Vodka?p=28831235#post28831235]gamemode.[/url] It's like a mix of STALKER, Killing Floor and L4D. Basically, it works really well on city maps. Think along the lines of OMGCity. I'm looking for mappers who can make me some decent city maps like that, preferably with a nighttime skybox. The requirements for a map: [list][*]Must have an outdoors area with a skybox. The player must be able to draw a straight line up to the skybox. [*]Nodes, for the NPCs. [*]Your prop_door_rotating entities should preferably not be linked to area portals (the NPCs can break down doors). [*]Refrain from using buttons and triggers in the map. [*]Custom game spawnpoint entities (not required - will post more about those in a moment). [/list] Here's an example of a really well done map for this gamemode (which incidentally, i contributed to!). [url=http://www.garrysmod.org/downloads/?a=view&id=35427][img]http://www.garrysmod.org/img/?t=dll&id=35427[/img][/url] Here's a FGD i made for the gamemode, if you're lazy like me it will come in handy. [url]http://dl.dropbox.com/u/3310518/mapping/toxsin.fgd[/url] Here's a list of the custom entities used by the gamemode (you don't have to place these in your map if you don't want - my gamemode supports custom-made map config files). [list][*]info_lootspawn - Defines a potential spawn point for loot, or the antidote. Put lots of these on the map, and spread them out all over the place. Imagine that a healthkit spawns at them and you're rewarding players for looking for them. [*]info_npcspawn - Defines zombie NPC spawn point. [*]info_player_army/zombie - Spawn point. [*]point_radiation - Defines radiation spawn point (refrain from placing many of these or your map will be hell to play on - to play it safe you can just put them where zombie players spawn).[/list] Also note that my gamemode deletes any physics prop with a mass that is less than or equal to 5. This is to optimize the maps a little since my gamemode is a bit entity-intensive. If you have any questions or whatnot, feel free to post them. If you've made a RP map or something that is like a city, then it can be very easy to port over to work with this gamemode! Simply make the skybox a night sky and remove any RP crap (like func_doors controlled by buttons, admin rooms, item dispensers, etc). If you want to see your map become the setting for a zombie apocalypse then this is your best bet!
What size would be best? I'd like to contribute, I've an idea brewing, but it's fairly small.
Well if you want the map to be playable by more than 5 people then you'll want to make it a decent size. The size of gm_construct is a bare minimum, try to push further than that. There's lots of stuff you can use to take up space. [list][*]Graveyards. Pretty straightforward, easy to do. [*]Parking lots. Not too difficult. [*]Public parks. A displacement surrounded by a fence, with perhaps a few park benches and trees in the middle. [*]Large empty-ish warehouses. Just place a few cargo container props and you're set.[/list]
Thanks, I'll see if I can get this idea into hammer.
I could possibly contribute as I need something to map anyway and I loved ReDead, so its all good
What works really well is a community project: Someone creates a city layout (just the sidewalks and streets) and then people contribute lots to the project using a prefab that is given to them. I have numerous unused VMFs that i have made, they are just lying around. If anyone wants to perhaps create a template map then whoever wants to contribute could make their own buildings.
[QUOTE=MerzBro;28718892]What works really well is a community project: Someone creates a city layout (just the sidewalks and streets) and then people contribute lots to the project using a prefab that is given to them. I have numerous unused VMFs that i have made, they are just lying around. If anyone wants to perhaps create a template map then whoever wants to contribute could make their own buildings.[/QUOTE] No, community projects never work look at the Facepunch community "houce" for example....
Well rd_zombocity_f2 is a very well done map, and it was created through the numerous contributions of the mapping forum. The key is to have a coordinator (someone who puts all the contributions together and compiles the map properly) who isn't a retard.
[Img]http://cloud.steampowered.com/ugc/560903320257828866/779E3F8DCA56BE56E3467B94AD17D9003AEEBA3D/[/img] It's obviously nowhere near completion, but some more buildings and interiors and we shall see, right?
I like that light on the car. Also feel free to make walls that are func_breakable, since my SNPCs can break through them.
[QUOTE=MerzBro;28720985]I like that light on the car. Also feel free to make walls that are func_breakable, since my SNPCs can break through them.[/QUOTE] Thanks, and yeah I'll try that. also, that is the scariest fanart of hank hill I have ever seen. :shudder:
So far it looks awesome MrBunneh, but one thing, the rusty white wall is way to rusty in my opinion.
Got rid of that rusty texture, and so far have got a zombie spawn point unreachible by the uninfected.
I'll give this a try.
Here's what I got so far: [img]http://img844.imageshack.us/img844/6946/farmhouse02.png[/img]
I have a map started for something like this, I played on your beta server once and it was fun. I think I might give it a shot.
I've also got a FGD written for this gamemode, if anyone wants it. [url]http://dl.dropbox.com/u/3310518/mapping/toxsin.fgd[/url]
I'm still working on mine, but I haven't done much yet, I just moved all my files from one harddrive to another.
[QUOTE=MrBunneh;28720728][img_thumb]http://cloud.steampowered.com/ugc/560903320257828866/779E3F8DCA56BE56E3467B94AD17D9003AEEBA3D/[/img_thumb] It's obviously nowhere near completion, but some more buildings and interiors and we shall see, right?[/QUOTE] my god, i thought that you were another person like r@r, but that map actually looks great for what stage its in. congrats.
Daww, thank you :D Here's some updates, I'm working on some brush based details in another vmf. Lights are not final. [IMG_thumb]http://cloud.steampowered.com/ugc/558652148368901051/D74F1936B9BF5AA240DD4AA552633AA107F5FD18/[/IMG_Thumb][IMG_thumb]http://cloud.steampowered.com/ugc/558652148368900518/DD0EA52C36C95D6CEEA67BAD2E62B382426F82B2/[/IMG_Thumb] An update for my previous picture, and my attempt so far to add a "believible" light source. [IMG_thumb]http://cloud.steampowered.com/ugc/558652148368899993/CE9E6B75C6D8DD91EA39DC72F1B3E3D1349F65FE/[/IMG_Thumb][IMG_thumb]http://cloud.steampowered.com/ugc/558652148368901745/3DB98446F11233D0B7E323E34D9EF46A76FDBB75/[/IMG_Thumb] An image from the ledge above the vending machine, and the player zombies spawn perhaps. [IMG_thumb]http://cloud.steampowered.com/ugc/558652148368899323/4CFD5B7C1347C3ED81ECAB2506861802348D5856/[/IMG_Thumb] My pretty unfurnished gas station interior, but I couldn't think of what to add in here. so, crit/comments?
looks great, i suggest that you move the placement of that soda machine, however. great attention to detail though, its looking great
I need it there to light up that staircase unfortunately. would you perhaps have a suggestion for a alternitive light source?
[url]http://www.moddb.com/games/half-life-2/tutorials/advanced-lighting[/url] it aint easy but its worth it.
Turn the soda machine around so its facing outward then put a light_spot and an appropriate model above the part that the back of the machine is currently against, facing down on the stairs. Good lighting like that can make or break a map, but I like your idea with the light coming off of the machine, never seen it done before and it really adds to the ambience.
[QUOTE=MrBunneh;28803669]Daww, thank you :D Here's some updates, I'm working on some brush based details in another vmf. Lights are not final. [IMG_thumb]http://cloud.steampowered.com/ugc/558652148368901051/D74F1936B9BF5AA240DD4AA552633AA107F5FD18/[/IMG_Thumb][IMG_thumb]http://cloud.steampowered.com/ugc/558652148368900518/DD0EA52C36C95D6CEEA67BAD2E62B382426F82B2/[/IMG_Thumb] An update for my previous picture, and my attempt so far to add a "believible" light source. [IMG_thumb]http://cloud.steampowered.com/ugc/558652148368899993/CE9E6B75C6D8DD91EA39DC72F1B3E3D1349F65FE/[/IMG_Thumb][IMG_thumb]http://cloud.steampowered.com/ugc/558652148368901745/3DB98446F11233D0B7E323E34D9EF46A76FDBB75/[/IMG_Thumb] An image from the ledge above the vending machine, and the player zombies spawn perhaps. [IMG_thumb]http://cloud.steampowered.com/ugc/558652148368899323/4CFD5B7C1347C3ED81ECAB2506861802348D5856/[/IMG_Thumb] My pretty unfurnished gas station interior, but I couldn't think of what to add in here. so, crit/comments?[/QUOTE] The roofs are really dull to look at. Add some trim and overhang. Add random crap to make the outline more interesting. Other than that, it looks really good.
Roof's are one of my weaknesses, but then I haven't started with that yet on this map. I've got an idea for lighting those stairs up, and I've got a place for that vending machine.
Roofs are easy, just add a billboard or a satellite dish or some chimneys.
[img_thumb]http://dl.dropbox.com/u/24409592/oldcity17_50001.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/24409592/oldcity17_50002.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/24409592/oldcity17_50003.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/24409592/oldcity17_50004.jpg[/img_thumb] Some pictures of old map i left collect dust, will restart the work and focus on doing it for this mod.
I LOVE the lighting. Round the road corners though.
That looks great... Make sure you put nodes on top of the vehicles so the zombies can reach camping players.
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