• ZRP_BuildandSurvive
    47 replies, posted
Wassup everyone! This is my first map release and a more simple one as I work on my bigger maps. I thought Zombie RP is a little of a niche and really only one map runs on the servers running Zombie RP so I decided to make my own. The map is based on building your own buildings and shops to not only sell items but to provide protection against the never ending zombie horde. After all zombies have spawned there will be 80 zombies on the map. There are 10 spawn points and 8 live zombies per spawn point. If you notice any bugs please point the out in this thread and if you don't mind suggest a fix. Updates to v1.3 (Latest Version) * 10 spawns, 8 zombies to spawn and 80 altogether. * Fixed Ramps and Brushes. * Changed textures on ramp to dark concrete. * Added ramps to roof of buildings. * Added support structures to underground facility. * Added On/Off button for zombies in the spawn and can be used by anyone. * Added trees to surround hills. Download: (Most Up To Date Version)(Version 1.3) [url]http://www.garrysmod.org/downloads/?a=view&id=98565[/url] (Old Version) [url]http://www.garrysmod.org/downloads/?a=view&id=98424[/url] (v1.2) [url]http://www.garrysmod.org/downloads/?a=view&id=98352[/url] (v1.1) [url]http://www.garrysmod.org/downloads/?a=view&id=98336[/url] (v1) Original size pictures in download link. [IMG]http://i197.photobucket.com/albums/aa194/FordGTGuy/003-2.jpg[/IMG] [IMG]http://i197.photobucket.com/albums/aa194/FordGTGuy/002-3.jpg[/IMG] [IMG]http://i197.photobucket.com/albums/aa194/FordGTGuy/001-3.jpg[/IMG]
Fullbright+nothingness+blockyness=fugly [editline]04:05PM[/editline] Check some tutorials before making next map.
[QUOTE=oskutin;21875301]Fullbright+nothingness+blockyness=fugly [editline]04:05PM[/editline] Check some tutorials before making next map.[/QUOTE] I plan to and I won't be leaving this map this way. Really the point is to have people build structures and not to provide the structures for them to hide in. I do have some ideas to make it better and will keep working on it. If you could suggest some tutorials that would be great.
It's really empty...Fullbright too. For some tutorials, Try [url]http://www.editlife.net/[/url], Or [url]www.interlopers.net/[/url] Remeber to read about "Lights" and "3D Skyboxes", As these will improve the quality of your maps greatly. Play around with Hammer, and Keep working on your mapping skills. It's a very small start for you on your first map!
Thanks for the comments I'm working on fixing the lighting right now and once done will start on the skybox. Thanks for the advice!
I can see a really major issue. It looks boring. It's not just that it contains no lighting, its dead flat. Needs interest in there. Even some hills around it would help.
About to release the 2nd version the lighting didn't turn out right when I loaded it on Garry's Mod but once I get it fixed it should look way better.
[QUOTE=FordGTGuy;21877297]About to release the 2nd version the lighting didn't turn out right when I loaded it on Garry's Mod but once I get it fixed it should look way better.[/QUOTE] Nobody wants a 2nd version mate, make something different, look at other maps and see how they made it.
[QUOTE=Jacc;21877748]Nobody wants a 2nd version mate, make something different, look at other maps and see how they made it.[/QUOTE] Uhhh yeah ok................ Glad your opinion represents the opinion of everyone on this website. The map isn't just different lighting I've changed just about everything on the map.
[QUOTE=FordGTGuy;21877774]Uhhh yeah ok................ Glad your opinion represents the opinion of everyone on this website. The map isn't just different lighting I've changed just about everything on the map.[/QUOTE] If it represents the opinion of everyone, why you're not listening then?
[QUOTE=FordGTGuy;21877774]Uhhh yeah ok................ Glad your opinion represents the opinion of everyone on this website. The map isn't just different lighting I've changed just about everything on the map.[/QUOTE] I think i may have just identified the problem with your mapping. You are not spending the time on a map. Good maps take time to make, i have no idea how long evocity took in the end, but from my own experience, i spend between 3-6 months on a map. As such, i have only released 4 proper maps since 2005.
[QUOTE=IronPhoenix;21877851]I think i may have just identified the problem with your mapping. You are not spending the time on a map. Good maps take time to make, i have no idea how long evocity took in the end, but from my own experience, i spend between 3-6 months on a map. As such, i have only released 4 proper maps since 2005.[/QUOTE] Of course I know that and before jumping on my back about it why don't you have a look at the updated version which I put more time into. For the next version I plan on adding trees to the surrounding hills as I want this facility like place to look hidden and a 3D skybox to add to that affect. Also might take this facility underground maybe a lab like place or just a open area.
And the new version is marginally better, but now you have hit a texture problem. Using wall textures on floors is not recommended. Your idea is very overdone. It has very little theme or flow. Also, you have spent next to no time on the map.
[QUOTE=IronPhoenix;21878358]And the new version is marginally better, but now you have hit a texture problem. Using wall textures on floors is not recommended. Your idea is very overdone. It has very little theme or flow. Also, you have spent next to no time on the map.[/QUOTE] Wow nice criticism and I doubt you have even loaded the map to check it out before saying such accusations. Sounds more like your defending your previous opinion and in all honesty if you think so low of it why do you continue to post? How is my idea overdone? How many Zombie RP maps have you seen? What do you mean no time at all I have put over 5-6 hours straight into this map learning and fixing while I worked with it. FYI I'm not done working on it..........
[QUOTE=FordGTGuy;21878524]Wow nice criticism and I doubt you have even loaded the map to check it out before saying such accusations. Sounds more like your defending your previous opinion and in all honesty if you think so low of it why do you continue to post? How is my idea overdone? How many Zombie RP maps have you seen? What do you mean no time at all I have put over 5-6 hours straight into this map learning and fixing while I worked with it. FYI I'm not done working on it..........[/QUOTE] Wow...5-6 hours and you think it is ready for a release? I have now been mapping in various engines for over 5 years, i can tell from images what a map is like. You have used wall textures for the ground and you haven't put much time into it. This "zombie rp" is nothing more than onslaught with a different name, and there are loads of onslaught maps out there. Where are you getting your tutorials from anyway?
No dont stop it! I luv this map i n33d a v2!!!! :3 this map is great
[QUOTE=IronPhoenix;21878615]Wow...5-6 hours and you think it is ready for a release? I have now been mapping in various engines for over 5 years, i can tell from images what a map is like. You have used wall textures for the ground and you haven't put much time into it. This "zombie rp" is nothing more than onslaught with a different name, and there are loads of onslaught maps out there. Where are you getting your tutorials from anyway?[/QUOTE] If your going to continue this conversation, or argument, either send me a private message or just stop as it has nothing to do with this thread or this map.
[QUOTE=FordGTGuy;21878712]If your going to continue this conversation, or argument, either send me a private message or just stop as it has nothing to do with this thread or this map.[/QUOTE] It has everything to do with the map. The problem is this...you are a new mapper. You look at the map with a bias view. My first released map was an abomination, but i broke free from that eventually. You are saying everything i have heard before every time i make a statement to a new mapper. Two things that make a map is creativity and time. Skill plays a part, but skill is something that can always get better. Generally though, if you have a great idea, and put the time in, you will get a great map out. 5-6 hours is not enough for a release. Maps should be ready for release after about a week minimum. Also, get yourself a tester or two to playtest that map and point out any areas where your map needs to improve. The most important thing there is to listen to them, and make something that incorporates the better ideas they have. We have a rule on fp...never release your first map. I don't agree with it at all. You should release the map that you think is good enough, but only if you can take onboard what other people are saying.
How immature are you guys? Dumb tags really?
Frankly, you've been rated dumb because you're refusing to accept legitimate criticism from highly qualified sources. I'd say you're the more immature one here, for getting angry instead of listening to valuable pointers. All the points made here are quite valid.
Ford get over it! You gotta make a V2 cuz i luv this map! Please! And i'de like to be playtester too if you need smth like that :3
[QUOTE=abaster;21897290]Frankly, you've been rated dumb because you're refusing to accept legitimate criticism from highly qualified sources. I'd say you're the more immature one here, for getting angry instead of listening to valuable pointers. All the points made here are quite valid.[/QUOTE] Frankly, I did read and used their advice to further the development of my map to its current state. However some of their comments have been argumentative and immature. I'm not so quick to take advice from someone who thinks that Zombie RP and Zombie Onslaught are exactly the same. BTW just release V1.2, kind of funny how you guys are quick to pass judgment without even giving me a chance.
Maybe next time don't post your stuff until it's done. By done, I mean it needs to look like a map from the pimpage thread. You really shouldn't expect better from people who take this much more seriously than yourself, and you should have paid attention to who can map and respect the advice of people better than you.
[QUOTE='[yournamehere];21902460']Maybe next time don't post your stuff until it's done. By done, I mean it needs to look like a map from the pimpage thread. You really shouldn't expect better from people who take this much more seriously than yourself, and you should have paid attention to who can map and respect the advice of people better than you.[/QUOTE] Or, you could just ignore it seeing as you're to good for it. Respect must be earned I don't give it away for free. Apparently you haven't looked at my map or you would notice I did take the advice offered. I really couldn't care about who is better I didn't come in here with the mindset that I was going to have the best map ever built. I just came to get advice and help building the map. I don't know whats up with you guys but you need to stop the power trip, get off your pedestal and loosen up a bit. I didn't say I wasn't serious about making this map and the fact that I have put over 13 hours into it already shows that. None of us here are making money we are doing this for fun. @IronPheonix Sorry about jumping on your back but I don't agree with you on that onslaught and zombie rp are the same. I was a little hurt by the unoriginal statement as I built this map from scratch with my own ideas in heart. @yournamehere I did not force you to download my map, I did not force you to come into this thread and I did not force you to post your opinion on my thread. So the least you could do is read over the posts and look at the improvments done to my map before jumping on my back.
You are slowly making progress. You are still using wall and hull textures on the floors, which makes the map look bad, as do the brush based light sources. Use prop lights and lower your light entities to get rid of the harsh glare on the ceiling. The map is also lacking a theme which it should adhere to at all times. The ceiling is really high and the concrete work on the lower floor is blocky and mistextured. Generally...if the texture has FLOOR in the title, its a floor texture, not a wall texture. There are some that can be used differently, but no the ones you insist on using. And now for the slightly non map stuff. Respect works both ways. You have proven that you are not interested in criticism of any kind, unless it praises you map. I'm one of those who believes that no map or game is perfect, and if anyone wants to challenge that, feel free. 13 hours is not long for a map. You seem to think it is. I have said before that a week should be a minimum for releasing a map, something else that you choose to ignore. If you really were serious about the map you would work hard to improve it, instead of haphazardly adding things on and making the same mistakes. I would advise you read the tutorials on interlopers, or, if you are one of those who have to have video tutorials, watch firegod's tutorials on youtube. Of course...if these simple steps are still ignored, then i may be forced to download the map. NOTE: Your doorways are colossal, it looks like carve has been used on the triangular windows, and seriously, what were you thinking when you textured it. The lights are cylinder brushes, textured with a light texture, then a spot entity is added. The light texture emits light, which gives that glare. Use a prop and you alleviate that problem. Verticies are not on the grid, walls and floors meld into one another, and the map isn't even sealed. After seeing the vmf, it has put me off from trying to actually play it.
[QUOTE=IronPhoenix;21908416]You are slowly making progress. You are still using wall and hull textures on the floors, which makes the map look bad, as do the brush based light sources. Use prop lights and lower your light entities to get rid of the harsh glare on the ceiling. The map is also lacking a theme which it should adhere to at all times. The ceiling is really high and the concrete work on the lower floor is blocky and mistextured. Generally...if the texture has FLOOR in the title, its a floor texture, not a wall texture. There are some that can be used differently, but no the ones you insist on using. And now for the slightly non map stuff. Respect works both ways. You have proven that you are not interested in criticism of any kind, unless it praises you map. I'm one of those who believes that no map or game is perfect, and if anyone wants to challenge that, feel free. 13 hours is not long for a map. You seem to think it is. I have said before that a week should be a minimum for releasing a map, something else that you choose to ignore. If you really were serious about the map you would work hard to improve it, instead of haphazardly adding things on and making the same mistakes. I would advise you read the tutorials on interlopers, or, if you are one of those who have to have video tutorials, watch firegod's tutorials on youtube. Of course...if these simple steps are still ignored, then i may be forced to download the map. NOTE: Your doorways are colossal, it looks like carve has been used on the triangular windows, and seriously, what were you thinking when you textured it. The lights are cylinder brushes, textured with a light texture, then a spot entity is added. The light texture emits light, which gives that glare. Use a prop and you alleviate that problem. Verticies are not on the grid, walls and floors meld into one another, and the map isn't even sealed. After seeing the vmf, it has put me off from trying to actually play it.[/QUOTE] Well for one I like the textures I'm using but I'll try the others. I never said 13+ hours was long it was just the amount of time I've been able to put in it so far. I wasn't done adding things to the map in v1.1 and now in its current state I can start improving on what is already there. I don't mind criticism however I do mind immature remarks, as far as criticism is concerned I don't mind point out what I did wrong but there is no reason to insult me about it. 'If you don't have anything good to say then don't say anything at all.' Some people are not motivated by criticism and I'm one of those people. No I am not referring directly to you, I will probably replace the lights in the buildings with light_spots. As far as tutorials go I have been using them as I've been working on this map. This map has been a learning experience for me and that is why it has progressed the way it has.
Unfortunately you cannot learn by being praised all the time.
[QUOTE=IronPhoenix;21909187]Unfortunately you cannot learn by being praised all the time.[/QUOTE] You don't learn from being criticized or praised you learn by making mistakes.
[QUOTE=FordGTGuy;21910028]You don't learn from being criticized or praised you learn by making mistakes.[/QUOTE] But in order to be told you have made a mistake, that would be criticism.
[QUOTE=FordGTGuy;21910028]You don't learn from being criticized or praised you learn by making mistakes.[/QUOTE] And you have made a few. Let folks help you find them and let them help you fix them. It's why the mapping section is a forum in the first place, not just a list of recent releases. If you didn't want at least some criticism, you shouldn't have posted here. And everybody can learn from criticism; it's how we best identify our mistakes.
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