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Thread: First map evar.

  1. #1
    XeNo is offline
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    First map evar.

    -:Taking ideas for map name.:-


    Total Time Spent on map to date
    Uhmm, about a week learning everything to use SDK.
    What is the map about?

    It's a napalm map, using Dev textures as I don't think I really need to make a napalm map pretty.

    I plan to try and use as many original ideas as I can, which is why I need help from you guys to give me ideas.

    I am trying to address many problems most Napalm maps have, a few are:
    1. There's only ONE good spot in the entire map, due to it being nearly overpowered. I am trying to make as many unique rooms and areas as I can to make them all seem appealing to hold off at. As well as try to keep them a bit close together, so you can run from room to room if you're really feeling daring.

    2. Always the same types of rooms/holdouts. While I use many of the same types of hold-off areas as you guys see in other maps, I try and implement them in a more fair (if needed) or unique way. Such as I'm working on making a red crate (Everyone loves the hollowed out red crate) but made completely out of dev textures. (Proving to be annoying..)

    3. Decent secrets. All my secrets should be things you don't need to open the map up in SDK just to find out (Unless you want to know all of them the first day it comes out then I guess it doesn't matter, I'll end up showing a lot of them to you guys anyways) on top of making them somewhat easy to find, I'm going to make them as fair as possible. I won't be making teleporters that teleport you on top of humans, or some complex invisible button pushing to get on top of the map, nor any secret rooms that are impossible to reach as a zombie.

    4. Colors and symbolized rooms. While colors may not mean much to you guys, I actually like it when different areas look different rather than the whole map grassy with wooden boxes for example. I intend to make every room and every hold spot something you can easily identify by hearing it. I hate it on ZM when someone says 'THEY'RE ON THE BOXES' and the whole map is filled with boxes. With my map I'll either use: Uniqueness. Or: Colors/shapes. to try and help humans and zombies alike in communicating where they are. One example is my room where boxes are stacked to higher boxes, it is the only green room in the entire map, so if someone calls out 'Need help in green room', everyone knows where to go.
    Completion Percentage?
    Probably not even 10%, I have two rooms done, and a lot of more room for plenty of rooms.
    Current Map Plans/ What I will be doing
    Listed above, one room at a time.

    I'll also be implementing a unique idea I'm pretty sure no other map has tried. There will be a room off the side of the map, it'll have a teleporter to the map, but it will also have deagles that give you glow trails, and the word Lottery Winner above your head. There will be one ct spawn point and one T spawn point in the room, so basically as it says you gotta get a lucky spawn and you'll be in there, pick from the colors, pick up your deagle and go back to the map like normal.
    Screenshots
    I took a few screenies, they're in 22inch widescreen so I made them thumbnails.

    Showing off size as well as spawn points:

    Close up of the house:

    Green room:

    Tube room (no lighting yet but it's finished)

    That's all for now, I'll only update this post with most recent screenies or ones that show how done the map is.
    Link to FPSB WIP
    Won't be uploading to FPSB.
    Programs Im using
    SDK Hammer
    Map By [SG] XeNo
    Last edited by XeNo; 28 Apr 2009 at 01:08pm.

  2. #2
    cakeshark is offline
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    well if you decide to make a ZM map, my brain is brimming with ideas for those maps.
    good luck!

  3. #3
    XeNo is offline
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    I just said it's a ZM map...

  4. #4
    Daze is online now
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    This is probably a stupid question:-

    the two people that spawn in the special rooms with glowing deagles, could they just camp in the room the whole round to not get zombified?
    I'm back. Tell a friend.


  5. #5
    cakeshark is offline
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    Quote Originally Posted by XeNo View Post
    I just said it's a ZM map...
    oh, when i first read this thread it was changed, you had said you weren't sure if was to be a ZM, ZE, or something else.

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    Dracula is offline
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    My name.

  7. #7
    XeNo is offline
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    Quote Originally Posted by daZe View Post
    This is probably a stupid question:-

    the two people that spawn in the special rooms with glowing deagles, could they just camp in the room the whole round to not get zombified?
    Well I thought of that which is why I'm going to put a trigger in the room that teleports those inside out after like 30 sec or so of the map. Still, that's the kind of feedback I'm looking for.


    Update:
    I thought of an idea for a new room. Essentially, it's a grav room, separated by a wall, the entrance is on the roof and a button upon entering will enable the grav to take you up, and through the hole. The buttons on the other side turn it off and on, that's the only off button in the room. You can then cade up the wall separating, then hit the grav button and all the objects float up and block the door way.

    I'm still not sure how well that will work, if it will at all to hold zombies back. Which is why I have you guys, amirite?

  8. #8
    XeNo is offline
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    Update (and double post, who cares) with screenies:

    I decided fastest room to start building after my initial test room became an actual room (See green room pic) is one where Zombies must utilize tunnels.

    Screenies:
    Showing the map:

    Close up of the house: (The house has two secrets attached to it, both evened out and fair for both humans and zombies)

    Green room (No secrets here, just a simple hold off room, on the last jump if you fall, a teleporter brings you back to the beginning of the room):

    Plenty of room as shown in the next two screenies for many more hold off areas, or just simple stuff to fill up the mapDisco room for all I care, so long as I can figure out how to make strobe lights appear on demand and stuff.)


    Bit dark, but I haven't done lighting in over 80% of the map yet.


    The Panic room:
    (Will upload a picture in a bit) This room consists of a large block (without going into detail) that has small tunnels at the bottom for zombies to crouch through, I evened this room out by having it quite large, so one human can not hold this room, it's definitely a team effort. The Zombie side/entrance side will have a perfect see-through look of the other side, the Human/hold off side's view will be constricted to only seeing zombies when they start going into the tube, this gives Zombies the ability to sneak up or surprise attack by going into all the tubes at once. While this room will be a team effort to hold, it's also a team effort to take.

    I have symbolized this room with the use of 3 buttons (Panic buttons), one in the middle one to each side on the hold-off side. By pressing one of these three Panic buttons, doors will instantly close off the tubes, halting any zombie attack for a brief period while you reload/get in position. You can shoot through the doors still to prevent zombies just ganging banging the tubes while this rest period is going on. However, the reset time on the Panic buttons is yet to be decided, you will not be able to spam them so use them wisely.

    One more feature to this room I'm not fully decided on is if after some time the block in the middle breaks, causing zombies to be able to run down the tubes instead of having to crouch. One problem I have found is that you would suddenly need over 6 humans or so to hold it, so I'm still not sure if I should add that. On the downside, if every human camps the panic room, zombies will not be able to win. I may simply disable the use of the panic doors, or allow the tubes to be opened further so two zombies can fit in one tube. It has yet to be decided.


    As always, just spam the thread with ideas if you want, I'll take anything.

  9. #9
    Neji is offline
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    That's your first map? Looks nice, We should test it on the server.

  10. #10
    Olli3 is offline
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    Strobe lights?

    If you want them rotating, make their parent a rotating object, and use light_spot. Make the light_spots "initially dark". Make their 'Custom Appearance' go to fully bright, then fully dark and and it will loop it. Then have all of the lights parents set to the rotating object. Have the rotating object spin when the button is pressed. And have the lights TURN ON when the button is pressed.

    On the other hand. It looks hawt. Hotter than Hot Pockets.
    Last edited by Olli3; 28 Apr 2009 at 03:13am.


 

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