Gm_outland, a map having multiple ways of it's future
7 replies, posted
Hey there Garry bros and the Garry himself! Mr. Darkness here. Have you ever been thinking what Northen Petrol has to do with the current time in the HL2 world? Well I guess most fans were qeustioned about it.
Have you ever been wondered what NP are?
Well, this map shows my opinion on what NP actually had in their containers for all the entire time. To find it out you must complete the objectives.
What I made for you peeps would be a project map for different gamemodes (like Sandbox [no shit], Zombie Survival [the main project], Role play and other gamemodes). So by now I have worked for 1 month on this map and yet couldn't fix all of the FPS problems at spawn and a few (few, like, inside of some buildings) where the Vvis is being compiled for hours shamely. So I am bringing you the continuation of the story at zs_mental_hospital (EAT THIS!: [url]http://www.garrysmod.org/downloads/?a=view&id=129097[/url]) where you escape on a helicopter (the newest version which is more compitable with ZS can be found on Noxiousnet.com). But guess what. You are out of fuel and you try to make it as far as possible to get to safety. Unfortunately you have to jump off the helicopter and using the parachutes land somewhere at Gm_outland (which is going to have a version of zs_obj_outland soon).
So, why not show what I had done by now? There you go, the link to the Workshop: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=101717926[/url]
I have also done a video clip of the map representing the prologue map (aka zs_mental_hospital) and showing off the continuation of the map.
NOTE: The objectives are written in the description in the workshop file.
P.S.: Once you reach the teleporter you gotta have to enter it 2 times to get some teleporting animations ending but should also wait like 30 secs inside of the black box to make those animations start.
So there we go, the video that represents my map. Watch in HD!
[video=youtube;UXpMmaYMk1k]http://www.youtube.com/watch?v=UXpMmaYMk1k[/video]
Try to share your opinions in steam workshop please so I can see that someone has actually posted something, I am not very oftenly on here :).
Have fun and enjoy my map!
At 2:19 in the video, why are the point_spotlight's floating about a foot below the light?
And you could tone down the point_spotlight's for the floodlights a bit.
You could also add in a 3d skybox. Put in some mountains and whatnot.
Other than that, it looks great.
Looks way too closed in, I don't get the impression that there is a world outside the map's boundaries. The lighting is nice.
[QUOTE=samuel2213;38112219]At 2:19 in the video, why are the point_spotlight's floating about a foot below the light?
And you could tone down the point_spotlight's for the floodlights a bit.
Other than that, it looks great.[/QUOTE]
Always had conflicts with point_spotlight's shamely :). Did never understand how to place them THAT correctly so they don't float like that.
But yeah, thanks for the review :)
I am still going to work on other versions of the map (like gm_outland_rain, night and w/e else I think of) which will contain the further fixes!
[QUOTE]Looks way too closed in, I don't get the impression that there is a world outside the map's boundaries. The lighting is nice.[/QUOTE]
Yeah I understand your point. I wanted to make the players feel like they are kind of trapped a little. The map was planned for ZS at first. Now I think I could add even more gamemodes to it.
Thing is, I couldn't make it even bigger, because of this: [url]http://i47.tinypic.com/zx8gtj.jpg[/url]
My Hammer simply lagged like shit, didn't let me get from 1 corner in 3rd person view into another :V.
(But then I reached displacements limit and my entdata was "143.8% VERY FULL!" so I thought I had to stop at this point)
Tried to make it as wide as I could imagine it to be ;).
[QUOTE=MrDarkness;38112243]Always had conflicts with point_spotlight's shamely :). Did never understand how to place them THAT correctly so they don't float like that.
But yeah, thanks for the review :)
I am still going to work on other versions of the map (like gm_outland_rain, night and w/e else I think of) which will contain the further fixes![/QUOTE]
If you are having conflicts try using some env_sprite's instead. It might not have the light beam from the spotlight, but at least it wont be floating a foot below the prop.
[QUOTE=samuel2213;38112267]If you are having conflicts try using some env_sprite's instead. It might not have the light beam from the spotlight, but at least it wont be floating a foot below the prop.[/QUOTE]
env_sprites aren't kinda my stuff. I mainly use them for stuff like keys to show that a certain thing is an item, use them for levers to show wether it's activated or not.
But still, it gives me the idea that I could combine it with point_spotlight so I get that lighting effect. Gotta have to try it out :).
[QUOTE=MrDarkness;38112289]env_sprites aren't kinda my stuff. I mainly use them for stuff like keys to show that a certain thing is an item, use them for levers to show wether it's activated or not.
But still, it gives me the idea that I could combine it with point_spotlight so I get that lighting effect. Gotta have to try it out :).[/QUOTE]
I would recommend you try to use env_sprite more then. It can give a map have MUCH more atmosphere when used carefully on light sources.
[QUOTE=samuel2213;38112305]I would recommend you try to use env_sprite more then. It can make a map have MUCH more atmosphere when used carefully on light sources.[/QUOTE]
Well then, I'll see what I can do for future versions :).
I gotta have to try to make those displacement mountains in 3d skybox without reaching the displacement limits then as well.
3D skybox, that's gotta be the first thing I'll start with, hngnhh.
Sorry, you need to Log In to post a reply to this thread.