Ladies and Mentlegen, nerds and nerds, today I (re)present you Outland which was reworked with lots of new additions and improvements!
In total I have worked on the map for a few months and finally got what I was trying to approach!
There are a lot of additions, effects and everything else that you might actually enjoy. Side note: Map isn't easy and requires teamwork to play it.
You crash on a helicopter that you escaped on in map [url=http://steamcommunity.com/sharedfiles/filedetails/?id=173708148]Zs_obj_mental_hospital[/url] and continue your way, but soon realize that this place is crowded with undead. Your only hope to escape is located in the Warehouse with a misterious machine in it.
Now, what is it special with?
There is an ENORMOUS changelog compared to v3.
[QUOTE]Detalization:
Now that I had time and more creativity to work with, I decided to improve the map a little.
-There is new color correction (2 new ones, actually, won't spoil the 2nd one) which works as "Light is brighter, darkness is darker".
Other than that, I changed Fog so it looks volumetric.
-Changed Start Fade Distance from 1000 to 0.
-Added more motion to the map. Also a few more effects. Still couldn't fix the Teleporter monitor screens tho, Gmod is bugging them for some reason.
-Added more static props as fences, etc. Improved some detail a little.
Optimization:
FPS in incredibly improved. I even played the map while hl2.exe was on low priority by accident. The FPS was smooth enough even then!
-Increased the amount of func_detail's after learning which more brushes can be set to be detail and which can't.
-Areaportals didn't change but still play their part. Fixed a few of those since some of them caused small errors.
-Finally managed to compile on normal vvis.exe so the FPS is way smoother now!
NOTE: I CAN'T PROMISE THAT THE FPS WILL BE GREAT WITH THE ENORMOUS AMOUNT OF PLAYERS
And finally, Gameplay:[/u]
Starting with Human orientation and finishing off with Zombie team domination.
General:
-Placed more worldhints and added many logic_messeges (or w/e they are called, I don't give a shit anymore :D). Hopefully players will now at least have the idea where to go and what to do.
-There still are 10 waves. Wave 10 becomes infinite.
-Wave 8 is a Special wave for those humans who think they can get a lot of points from simply killing zombies. Advice to zombies: Just wait till wave 8. You'll understand what I mean.
-Decreased break between waves from 90 seconds to 60 seconds. [Note that this does not display in time!]
-Last human initiates the same thing as wave 8. Also Last human is a total loss for humans, you lose as last human and can't win the map. You need at least 2 players to finish it.
-All propanes in the map will be frozen until the propane container has been discovered. I did that because humans aren't supposed to know about those.
-The ability to press the TP button before getting all 4 propanes has been fixed. It was due to the radio platform switch that could be pressed multiple times to get points and add value to math_counter that unlocked the TP button.
-There are now several "safehouses" for humans.
*Radio station now acts as safehouse for weaponary and health. Also has enough props to barricade with.
*Bathroom and showers house acts as a small safehouse with a few medikits.
*Sawmill now acts as a saferoom with supplies and medikits. Can also be barricaded with a few props in it.
-Removed Slow motion on teleporter opening.
-A info_player_redeem has been placed in bathroom.
Humans:
-Spawn point is no longer a safe place to stay in.
-On spawn humans will be provided with a plank, 5 stones and 2 pistol ammo boxes. There are 3 battleaxe pistols on the crates by spawn and 3 medikits. Also a thing that I made to be special for Hells Gamers (you probably know HG, don't tell me you don't).
-Humans were moved to a separate room in the world where they spawn and only later fall down into the trigger teleport on the ground, below them. This will help prevent zombies killing humans when humans haven't even joined in the game yet.
-Added a few more objectives, also edited other objectives:
*When activating one of thevents in Hydro-Electric, you must clean up the vent from all the wooden junk in it. In order to be able to do so you must first press the button. Humans aren't supposed to know that there is junk there.
*Once the junk is cleaned, you have access to Electric station to provide power to the Radio station. Also fixed the thing with people dying when falling through this... hole of catwalks? Whatever that is I made there. I like it how it looks tho.
-Radio station still has the same armoury in it, except there are 4 oxygen tanks in there (they replaced the black tanks I initially had there).
-Radio station radio platform duration has been increased from 230 seconds to around 270.
-The teleporter will allow only 1 human to enter it (unless the trigger_once is being an asshole sometimes and works once it is touched, in that case you press the button behind the teleporter to open the door and the gates once again). If that's the case, PLEASE LET ONLY 1 PLAYER ENTER IT. The teleported must be initiated twice to win the game.
-Teleporter has been changed and now you wait 120 seconds (used to be 80 seconds) for the teleport to be opened.
-Added a monitor in the black box (the place where you get teleported the first time) so the human(s, please don't let it be humans) isn't that bored inside of it. Home movies!
-Other stuff. Some of it I don't want to spoil, humans will discover as they play.
Zombies:
Zombies have a ton more mobility now. Other than that, zombies used to spawn in sawmill. NOT ANYMORE.
-Zombies have their own unique area in the map where they have gateways (I call them hallways) that lead to certain areas of the map. Those hallways will be all locked until some event happens. The events are different: it's either the wave number that corresponds to the hallway number... okay jeez, hallway is kinda frustrating. Graves is what those hallways are... so yeah, the grave number. If it's wave #2 the grave #2 will raise (rise or raise? how do you put it in a correct form, jeez). But that's not just the waves.
-Some things like a item in the map was triggered (usually that leads to an objective, say, a door or a switch panel or w/e, sometimes objectives too) will trigger a grave to r(a?)ise, yeah let's just put it that way.
-Zombies will have classes unlocked nearly the same way as they are in any zs map.
-One of the graves (the one that leads to rooftop) will change your class to fast zombie.
-Zombies are abled to use all graves that have risen (yeah, looked up that word. Raise something and something rises. There we go!).
-With those graves, zombies can be nearly anywhere, come from wherever they want to. It's Forest around the map pretty much.
-The boss zombies arent available. However, during Radio Station event there will be a Nightmare and during Teleporter event Wave 8 sequence will happen, again, don't want to spoil it.
I think that's pretty much it. There's a lot of stuff I've done that I can't really remember. I clearly missed some of it :biggrin:
Now, that's how a rising grave looks like:
[url]http://www.youtube.com/watch?v=iabQjy7dBNY&feature=c4-overview&list=UUSDqwESSz9f4ToVx7tfnCpQ[/url]
There will be more videos coming.
BUGS:
-I tried to optimize vrad as much as possible, but it seems that it doesn't like blinking lights in the map AT ALL. You will see black squares on floor and walls sometimes.
-Some sounds won't play sometimes, but this isn't much of an issue.[/QUOTE]
Credit to Tom Stoffel from Underhell for being cool with me using his music :).
So what you've read above is something what I posted on Noxiousnet.com forums. You may read the entire thread there if you wish.
Now, the screenshots are present on Workshop. Note that they don't go exactly in order:
The ones that have bright Cyan-Pink-Yellow kind of CC are the 2nd "special" color correction (Several events happen with the usage of this CC).
The ones that have Green color correction are standart and will change whenever the case above occurs.
So to the Workshop we go: (click on the image to be redirected to the map page)
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=132708596][img]http://storefront.steampowered.com/v/gfx/apps/214360/extras/banner(product_page).png[/img][/url]
Please share your opinions and feedback :). Make sure you play the map before saying "I don't like the color correction on this picture".
That is some serious bloom. Like, "half the world population would probably be blind if this were real life" bloom, and that forest backdrop looks more like a blazing inferno than trees with these settings.
Otherwise, it's okay. Some rooms look better than others, some buildings look really blocky and others don't, the outdoors is nice but maybe a tad flat, and you'd benefit from a nice 3d skybox. Your lighting is pretty good too. I think you're trying to primarily use CC to do the heavy lifting here when more work should have gone into the geometry itself. Again though, it's not terrible.
P.S. No, I didn't play it, it's your job to get the intent across via pictures and video.
[QUOTE=Zanarias;42834627]That is some serious bloom. Like, "half the world population would probably be blind if this were real life" bloom, and that forest backdrop looks more like a blazing inferno than trees with these settings.
Otherwise, it's okay. Some rooms look better than others, some buildings look really blocky and others don't, the outdoors is nice but maybe a tad flat, and you'd benefit from a nice 3d skybox. Your lighting is pretty good too. I think you're trying to primarily use CC to do the heavy lifting here when more work should have gone into the geometry itself. Again though, it's not terrible.
P.S. No, I didn't play it, it's your job to get the intent across via pictures and video.[/QUOTE]
I was trying to pick a proper fog colour but it was hardly a chance. This one turned out to be the most fitting :).
The bloom and all that looks dynamic in action. It's HDR that works pretty interesting in the map. I mean yeah, the 3d skybox has the Card texture for pine trees that I placed there and yet the skybox doesn't fit as much. I tried to find a good skybox but this one fit the best (trust me, the rest weren't as good).
It's about only 2 buildings that are blocky (example: Sawmill) because they don't matter as much in the game and will hardly be visited any way. Those are there just as detail and nothing else.
But anyway, thanks for your feedback that's judged on Pictures, better than nothing :).
You can decrease the bloom and HDR scale by using a tonemap_controller and logic_auto, or some other way to trigger that on map spawn.
[QUOTE=TFlippy;42839133]You can decrease the bloom and HDR scale by using a tonemap_controller and logic_auto, or some other way to trigger that on map spawn.[/QUOTE]
Logic_auto is what mappers use most of the time. Maybe you could make your way with logic_relay if you want to add some interesting effects to player's eyes, but that's just an option.
Don't feel like changing my HDR scale, the map looks fine in motion (to me), same was what I heard from people I tested the map with, no issues :). Maybe I will consider it on later stage if I get bored of the look or people start complaining (meh, Gmodders always turn HDR and Color Correction off any way).
[QUOTE=MrDarkness;42839708]Logic_auto is what mappers use most of the time. Maybe you could make your way with logic_relay if you want to add some interesting effects to player's eyes, but that's just an option.
Don't feel like changing my HDR scale, the map looks fine in motion (to me), same was what I heard from people I tested the map with, no issues :). Maybe I will consider it on later stage if I get bored of the look or people start complaining (meh, Gmodders always turn HDR and Color Correction off any way).[/QUOTE]
Your testers found no issues at all? That sounds dubious.
[QUOTE=IronPhoenix;42840295]Your testers found no issues at all? That sounds dubious.[/QUOTE]
Yet the average player (or tester) is not as judgmental as the mapping section of Facepunch.
[QUOTE=Matt2468rv;42841359]Yet the average player (or tester) is not as judgmental as the mapping section of Facepunch.[/QUOTE]
You don't know many testers then.
Well, if you may consider counting a misplaced texture or a bit flat geometry an issue then regarding the textures it was taken care of, but the geometry hasn't been changed due to the fact that it suits me and the players. Of course, the map was not created for any professional purposes but for fun and the fun of those who will play it.
If course, I would like to hear what the critics might say for my own further improvement in mapping, so go ahead, I am looking forward to know about the issues and see if I can explain why I did that and not otherwise :)
EDIT: The testers I had were the players who play the game mode I made the map for.
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