PDA

View Full Version : [Finished] zriot_resistance



Wall-Nut
20 Sep 2011, 05:04pm
I've been working on a map that I hope can be added to our zriot server. In case you haven't figured out, the map is called zriot_resistance.

I still have a long way to go, but so far I've completed about 20-30% of my map. The layout is quite simple and straightforward. But I'm gonna need some help and ideas from SG. I will have screenshots soon.

The theme is urban streets, and the map requires pushing and defending to win. There are 3 levels, an underground tunnel, street level, and apartment level. The map is going to resemble Iamlegend a bit.

Screenshots: http://steamcommunity.com/profiles/76561198016549384/screenshot/578934843418419729?tab=public


Problem: I can't manage to find the explosive barrel prop, anyone know the name of it? [Resolved]

DOWNLOAD THE TESTMAP HERE: http://www.megaupload.com/?d=AFT4K5SP

NEWER TESTMAP HERE: http://www.mediafire.com/?6zudv1ef6c51i5f

Trap barrels do 200 damage, 0 radius, and barrels explode when they hit the ground, and cannot be shot. Also fixed some floating cars. Underground barrels do 75 damage, 20 radius.

Map is now 70-80% done, just needs some fixing.

Matt
20 Sep 2011, 05:28pm
I hope this is what your looking for :P

http://www.gamebanana.com/tuts/7343

just to go game banana or google it. Good luck

Wall-Nut
20 Sep 2011, 06:17pm
I followed the tutorial, but the explosive barrel didn't show up.

I set the barrel as a prop_dynamic, put damage filter as 35, explosion damage as 75, and explosion radius as 10, is there something I'm doing wrong?

high rws
20 Sep 2011, 07:31pm
care to give a little information on the setting or whatever it's about? :)

Matt
20 Sep 2011, 08:12pm
8Gis5t2Di1E

heres another tut and good luck. Your best of talking to Scoutkllr or even MPQC ill ask them and edit this.

Edit: OK Scoutkllr found it and here it is :D


models/props_c17/oildrum001_explosive.mdl

Paralyzed
20 Sep 2011, 11:54pm
You do know how to navigate bots through your map? As you need to get them working otherwise they'll just stand at where they spawn and not actually walk at all.

HZK
21 Sep 2011, 08:46am
I followed the tutorial, but the explosive barrel didn't show up.

I set the barrel as a prop_dynamic, put damage filter as 35, explosion damage as 75, and explosion radius as 10, is there something I'm doing wrong?

First of all, use a prop_physics for a barrel. Second, what do you mean by damage filter? If you have actually put '35' in the damage filter key then it could have a bad effect. and a radius of 10 means you literally have to be next to it to get hit.

Can you take a screenshot of the entity options please.

Wall-Nut
21 Sep 2011, 10:12am
Problem's been fixed, it had to be a prop_physics, not prop_dynamic, thanks.

high rws
21 Sep 2011, 09:40pm
Problem's been fixed, it had to be a prop_physics, not prop_dynamic, thanks.

i can't really judge the map considering you just started, but IMO you over did it with the cars. however i'd like to see how this comes out, it seems good

Wall-Nut
22 Sep 2011, 01:30pm
I think the cars might result in a nav file problem, but I'll cross that bridge when I come to it. And it's not going to be a while until I'm finished this map.

HZK
22 Sep 2011, 01:33pm
I'll make the nav file wall-nut, don't worry about that.

Wall-Nut
22 Sep 2011, 03:35pm
So I've been thinking about adding traps that can be used against zombies, but I don't know whether is will improve the map or make it worse, so I wanna hear some of your opinions.

Pros: Requires teamwork
Can save a group of humans if used wisely

Cons: There will be idiots who use the traps on teammates
Might make the map CT sided, which isn't as fun as zombie sided maps

Wall-Nut
22 Sep 2011, 06:47pm
New ss: Steam Community :: Wall-Nut! (Ballistophobic) :: Screenshots (http://steamcommunity.com/profiles/76561198016549384/screenshot/578935019335546253)

high rws
23 Sep 2011, 12:18pm
i don't like the trap idea for the same reasons you stated in cons, especially because of teamkilling

the map looks pretty good right now, but i hope you make it much darker [i realize it's not even close to done, so if you were going to forget this statement]

HZK
23 Sep 2011, 01:04pm
I would rather you make the trap trigger activated then it would be hard to teamkill and it could be a strategic part of the map.

Wall-Nut
23 Sep 2011, 01:29pm
i don't like the trap idea for the same reasons you stated in cons, especially because of teamkilling

the map looks pretty good right now, but i hope you make it much darker [i realize it's not even close to done, so if you were going to forget this statement]

I will make it much darker, don't worry. Also, the underground tunnels are pitch black.

Wall-Nut
23 Sep 2011, 01:30pm
I would rather you make the trap trigger activated then it would be hard to teamkill and it could be a strategic part of the map.

Will do.

HZK
23 Sep 2011, 01:43pm
Remember the skybox! Use the propper application I showed you on the skybox brushes; you'll get better fps(depending on complexity of map).

high rws
23 Sep 2011, 05:11pm
I will make it much darker, don't worry. Also, the underground tunnels are pitch black.

are you making like an escape map kind of thing? like 28 days later? or is it a defense map?

minx_snipes
23 Sep 2011, 05:44pm
Making maps looks really complicated O.O im not insulting another map for now on!

Wall-Nut
23 Sep 2011, 05:58pm
are you making like an escape map kind of thing? like 28 days later? or is it a defense map?

It's meant to be a pushing and defense map. I've never played 28 days later, so I have no clue what that is.

high rws
23 Sep 2011, 08:13pm
It's meant to be a pushing and defense map. I've never played 28 days later, so I have no clue what that is.

its like a defense map where after a certain amount of time you escape through this sewer system kind of thing. it's really cool

but don't stop your map just because the zriot server is down..it could be back

HZK
24 Sep 2011, 11:52am
but don't stop your map just because the zriot server is down..it WILL be back

Fixed

Wall-Nut
24 Sep 2011, 04:05pm
Added an explosive barrel trap: Steam Community :: Wall-Nut! (Ballistophobic) :: Screenshots (http://steamcommunity.com/profiles/76561198016549384/screenshot/578935035182849329)

The plank will break if it's shot or a T touches the trigger. Humans are meant to shoot the barrels when they hit the ground, they will not explode when they hit the ground to prevent accidental human deaths.

Wall-Nut
24 Sep 2011, 07:27pm
DOWNLOAD MAP HERE: MEGAUPLOAD - The leading online storage and file delivery service (http://www.megaupload.com/?d=AFT4K5SP)

Please provide some feedback, because the map is not yet finished, just need some people to test out what I've done so far.

HZK
25 Sep 2011, 07:33am
How much damage does each barrel do?

Wall-Nut
25 Sep 2011, 08:59am
Newer version here: zriot_resistance_test.bsp (http://www.mediafire.com/?6zudv1ef6c51i5f)

Trap barrels now have 200 damage, 0 radius, and they explode when they hit the ground, and cannot be shot. Also fixed some floating cars. Underground barrels do 75 damage, 20 radius.

high rws
25 Sep 2011, 10:21am
i'm gonna download and play just to test it out. if you want you can add me on steam and i'll tell you how it went


EDIT: Alright i just played it, and i thought it was pretty cool. I liked how some parts of the underground tunnel system were pitch black.

The only thing i would say to change is to spread the corpses around more, because it was kind of awkward how they were all in one spot.

Wall-Nut
25 Sep 2011, 01:09pm
Thanks for the feedback, but I need you to be more specific.

What exactly did you think was cool and what exactly do you think I should change? Also, I need people to test out the barrel trap, which can only be activated as a T.

And I will spread the corpses out.

high rws
25 Sep 2011, 01:23pm
Thanks for the feedback, but I need you to be more specific.

What exactly did you think was cool and what exactly do you think I should change? Also, I need people to test out the barrel trap, which can only be activated as a T.

And I will spread the corpses out.

Things i thought were cool:

1. How the lighting wasn't overly dark, it could be a bit darker, but it's pretty good as it is anyway.
2. How there was that underground subway/tunnel system that was pitch black

Things i thought can be changed/added [other than corpses]

1. Add alleyways or interiors of buildings
2. Make it more chaotic, fire, destroyed shit, blood, graffiti, etc

The barrel trap works btw, atleast one of them. When i ran under it, it collapsed.

If you need people to test just grab some zriot players like me or hunter [im sure he would love to help] and create a private server with hamachi or something, and we can all play

Kratos
25 Sep 2011, 01:42pm
pros:
i like the map is nice pretty open and looks well organized
its mirrored so you dont get lost i see
cons:
those barrels in the middle of the map on the bar?
then the down stairs it really dark and i really could not see much
also the zm bodies laying around they are kind just in the way



but this map i think is pretty good for first time and i would like to see it in rotation to see how well it would do with more players and the way the lvls are :D

Wall-Nut
25 Sep 2011, 01:53pm
pros:
i like the map is nice pretty open and looks well organized
its mirrored so you dont get lost i see
cons:
those barrels in the middle of the map on the bar?
then the down stairs it really dark and i really could not see much
also the zm bodies laying around they are kind just in the way



but this map i think is pretty good for first time and i would like to see it in rotation to see how well it would do with more players and the way the lvls are :D

The barrels are meant to be traps used against the zombies, try walking under it as a T, and watch what happens. :D
The tunnels were meant to be pitch black, to make it more fun.
I will try to spread the corpses out more.

HZK
25 Sep 2011, 02:07pm
YES, alleyways and debris are a must!

Wall-Nut
25 Sep 2011, 04:10pm
I will try to make alleyways, and by debris do you mean wrecked buildings and chunks of it lying on the ground?

high rws
25 Sep 2011, 04:19pm
I will try to make alleyways, and by debris do you mean wrecked buildings and chunks of it lying on the ground?

i think he means kind of like this

http://i52.tinypic.com/2u9sdmq.jpg

Wall-Nut
25 Sep 2011, 04:54pm
env_fire just doesn't seem to be showing up. I tested it in a small map and it still didn't work.

EDIT: Scratch that, I just forgot to tick a flag, lol.

Wall-Nut
25 Sep 2011, 07:08pm
Screenshot after I added fire to the cars: Steam Community :: Wall-Nut! (Jihadophobic) :: Screenshots (http://steamcommunity.com/profiles/76561198016549384/screenshot/578935035202082537)

high rws
25 Sep 2011, 08:16pm
Screenshot after I added fire to the cars: Steam Community :: Wall-Nut! (Jihadophobic) :: Screenshots (http://steamcommunity.com/profiles/76561198016549384/screenshot/578935035202082537)

you kinda overdid it haha

HZK
26 Sep 2011, 01:02am
Screenshot after I added fire to the cars: Steam Community :: Wall-Nut! (Jihadophobic) :: Screenshots (http://steamcommunity.com/profiles/76561198016549384/screenshot/578935035202082537)

Use particle effect sparingly, they aren't good for FPS.

Wall-Nut
26 Sep 2011, 10:11am
I will use less fire to improve FPS.

Also, I want to add blood onto the walls, but I just can't seem to figure out how, can anyone post a tutorial on how to paint blood onto walls?

HZK
26 Sep 2011, 10:15am
I will use less fire to improve FPS.

Also, I want to add blood onto the walls, but I just can't seem to figure out how, can anyone post a tutorial on how to paint blood onto walls?

3 buttons below the brush tool is the decal tool. Select a decal in the material browser(type decal in the filter) and find a decal that you like, including blood; for a shortcut just type 'blood'.

Wall-Nut
27 Sep 2011, 02:28pm
Thanks! It works perfectly. :)

BlackEagle
27 Sep 2011, 03:22pm
Thanks! It works perfectly. :)

Just to add on with the decals; I would suggest using not too many but using quite a few. They really do help make your map look better.

Good luck!

Wall-Nut
27 Sep 2011, 03:59pm
I decided to add a building that explodes when a trigger is touched by a CT, but I can't manage to get it to work, so here's an ss of the menu: Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=35i17qa&s=7)
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=29liu8o&s=7)
I'm sure that there is no problem on the trigger_once end because both the sound and shake work fine.

HZK
28 Sep 2011, 08:53am
Talk to me on steam, i'll guide you through it.

HZK
28 Sep 2011, 02:05pm
Ok here.


1. Make a building
2. Use the clip tool to cut the building into bits
3. Make EACH of the bits a func_physbox(Do not make them as one entity)
4. Name all of them Buildingbits, tick the flag 'Motion disabled' and make their strength/health 0 and set 'Disable Receiving Shadows' to yes
(For a shortcut, just configure one of them and use the 'copy & paste' buttons to make the rest the same, but the flags won't carry over)
5. Put an env_physexplosion in the middle of the building. Name it 'buildingforce' and set 'limit to entity' to 'buildingbits'.
6. Adjust the magnitude(Set this VERY high - I had to use 100,000 for glass!) and radius to a good level, tick the flag 'no damage - only force'
7. Go to the trigger_once and add these outputs:


OnTrigger
Buildingbits
enablemotion
-
0.00


OnTrigger
Buildingforce
explode
-
0.05


8. Test in-game




ANY QUESTIONS?

Wall-Nut
6 Oct 2011, 05:03pm
So I've made an interior of one building, but I've noticed an exposed area that shouldn't be seen from a high vantage point, and I don't know how to make it look as if that area is invisible from the building, can someone help please? Here is an ss: Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=6hkvtt&s=7)

There has also been a problem with these 2 medics, I'm trying to get them look like they are standing normally, but ingame they are just in the default T-position.
http://tinypic.com/view.php?pic=5bbcd5&s=7

The env_physexplosion just never wants to work, even with a magnitude of 100,000,000. Here's an ss of the entity options: http://tinypic.com/view.php?pic=2gxjy8g&s=7

HZK
7 Oct 2011, 03:26pm
So I've made an interior of one building, but I've noticed an exposed area that shouldn't be seen from a high vantage point, and I don't know how to make it look as if that area is invisible from the building, can someone help please? Here is an ss: Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting
(http://tinypic.com/view.php?pic=6hkvtt&s=7)
Rephrase plz


There has also been a problem with these 2 medics, I'm trying to get them look like they are standing normally, but ingame they are just in the default T-position.
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=5bbcd5&s=7)

Go to the 'model' tab in the properties, find an animation you like, and go back to the properties and set the EXACT animation name as the default animation. Talk to me on steam if you have any other questions about that.


The env_physexplosion just never wants to work, even with a magnitude of 100,000,000. Here's an ss of the entity options: Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=2gxjy8g&s=7)
Check a few things:
1. Is the physexplosion triggered AFTER the 'bits' have the imput 'enablemotion'? Make it like 0.01 seconds after.
2. Try making the magnitude higher, physboxes tend to be very heavy.
3. Is the trigger even being triggered?



Ask me in steam for better troubleshooting.

Wall-Nut
11 Oct 2011, 07:30pm
Thanks, everything worked out perfectly, except that the explosion only manages to move 2 blocks, but Ill just have to make the magnitude higher.

Also, I'm trying to rotate a decal that I've placed on the road, but when I do it just goes back to its original postition.

high rws
11 Oct 2011, 09:10pm
Thanks, everything worked out perfectly, except that the explosion only manages to move 2 blocks, but Ill just have to make the magnitude higher.

Also, I'm trying to rotate a decal that I've placed on the road, but when I do it just goes back to its original postition.

not really sure how to address that, but when you run your map, set the options in order to "normal, normal, fast"

that fixed all my decal issues

HZK
12 Oct 2011, 09:30am
not really sure how to address that, but when you run your map, set the options in order to "normal, normal, fast"

that fixed all my decal issues


Normal, Normal, Normal is the ideal compilation method. And I'm not sure how that would effect decals.

2 things that I would try:

- Get rid of some decals that you don't need
- Turn the ones that you want to edit into overlays


P.S: When I was playing your map, the ragdolls were a problem. Use them sparingly and make sure you have the 'debris -don't collide with player or other debris' flag ticked.

Wall-Nut
12 Oct 2011, 08:19pm
I set it to Normal, Fast, Normal, but I still don't understand how that affects the compilation.

Also, got some screenshots with a different skybox, the interior of a building, and an area with graffiti. Feedback?
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=xnb6f5&s=7)
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=2d92v6s&s=7)
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=16avbxh&s=7)
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=650rck&s=7)

high rws
12 Oct 2011, 11:47pm
I set it to Normal, Fast, Normal, but I still don't understand how that affects the compilation.

Also, got some screenshots with a different skybox, the interior of a building, and an area with graffiti. Feedback?
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=xnb6f5&s=7)
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=2d92v6s&s=7)
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=16avbxh&s=7)
Image - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting (http://tinypic.com/view.php?pic=650rck&s=7)

don't use normal fast normal

i personally use normal normal fast, and hunter uses normal normal normal

when you're doing your final compile of your map, you should set everything to normal, however i set the last option [can't remember the name of it right now] to fast so the lighting, shadows, etc is rendered quickly and i can just test the map.

HZK
13 Oct 2011, 08:31am
don't use normal fast normal

i personally use normal normal fast, and hunter uses normal normal normal

when you're doing your final compile of your map, you should set everything to normal, however i set the last option [can't remember the name of it right now] to fast so the lighting, shadows, etc is rendered quickly and i can just test the map.

Yep, that's the best way to do it.

Wall-Nut
17 Oct 2011, 03:56pm
I've been trying to attach a zombie corps onto a rope to make it look as if the rope was around the zombie's neck, but I've just had no luck. I managed to get the corps to stay suspended, but the rope is just attached to the XYZ origin, and not the zombie's neck. I watched tutorials several times, and replicated what was done but it still didn't work. Can someone help please?

Edit: Nvm, the rope is attached to the corpse, but the corpse just drags the rope down to the floor and doesnt stay suspended.

Edit 2: Completely fixed, disregard the problem :)

high rws
19 Oct 2011, 02:48pm
% done?

HZK
19 Oct 2011, 03:11pm
have you made the ragdolls debris yet?

Wall-Nut
20 Oct 2011, 09:58am
Ragdolls are pretty much done, and the debris i am still experimenting. I managed to get the building to collapse, but like i said, I'm clipping the blocks into different patterns to see what looks the best.

Map is about 85% done.

HZK
3 Nov 2011, 09:38am
bump

Wall-Nut
3 Nov 2011, 01:31pm
Since it's been bumped, I figured I might share this ss. Thought's?

My map is now 90-95% done, I'm experimenting with different lighting I can put in. Ill post a dl link to what I've done in about 15 mins.

http://www.mediafire.com/?lnecrznd8bw37e8

HZK
12 Nov 2011, 06:10pm
Made this to help with a question you asked me earlier.



How to make a plank that is broken by a certain amount of people:


1. Make a plank where you want it. Name it plank set its health to 0 and tick the flag 'only break on trigger'
2. Make a trigger_multiple above the plank and set its reset time to 0. Make sure only the 'clients' box is ticked. Name it Planktrigger.
3. Make a math_counter named math with initial value at 0 and set the maximum legal value to the amount of players that you want to break the plank.
4. In the trigger_multiple outputs tab put this:


OnStartTouch
math
add
1
0.00


OnEndTouch
math
subract
1
0.00


5. In the math_counter outputs tab put this:


OnHitMax
plank
break
-
0.00

OnHitMax
planktrigger
kill
0.00


6. Profit




Optional: Pressure break (with creaking sound)


1. Set the current math_counter delays to 2.00
2. Create an ambient_generic ontop of the plank and set the radius to where you want the creaking to be heard. Name it Planksound.
3. Set the sound to a creaking wood sound.
4. Add this output to the math_counter:


OnHitMax
planksound
playsound
-
0.00


OnHitMax
planksound
volume
8
1.00


OnHitMax
planksound
volume
4
1.50


OnHitMax
planksound
volume
0
2.00


OnHitMax
planksound
kill
0
2.01

Wall-Nut
13 Nov 2011, 01:15pm
Everything's been going good so far, but how do you make the console say something, like how on ze_deathstar there are messages from the console saying: "HOLD CANTINA 25 SECONDS"?

EDIT: Also, how do you host a free server where I can inv people? I need one to test some of the stuff in my map.

HZK
13 Nov 2011, 01:19pm
How to make the console speak:

1. Make a point_servercommand called 'command'
2. Make a trigger_once. Only tick the clients flag
3. In the trigger_once outputs tab put this:

OnStartTouch
Command
Command
say .....
0.00

WARNING: DO NOT USE " , OR ' BECAUSE IT WILL CORRUPT YOUR MAP FILE. YOU JUST NEED TO PUT SAY BLAH BLAH
E.G

OnStartTouch
Command
Command
Say Hunter/Zombiephobia/Knife is awesome!
0.00

Matt
13 Nov 2011, 03:55pm
Hosting your own server is easy. Go to Steam and then go to tools. You download Source Multiplayer Dedicated Server. Download it and set it up.

http://developer.valvesoftware.com/wiki/Source_Dedicated_Server

Just information on SMDS.

HZK
14 Nov 2011, 08:51am
Or just create a listen server(click 'create server') and set sv_lan 0. Then switch the map and people can join you.

high rws
14 Nov 2011, 06:23pm
how far would you say you are in terms of map progress?

Wall-Nut
15 Nov 2011, 10:10am
how far would you say you are in terms of map progress?

My map is done. I just need people to test out things that I've put in and a nav file. If the nav file cant be made then I'll revise my map so it will work.

HZK
18 Nov 2011, 01:32pm
and a nav file. If the nav file cant be made then I'll revise my map so it will work.

I guess it's my turn.

Wall-Nut
18 Nov 2011, 02:46pm
If the nav file cant be made due to something in my map, please let me know.

Multiupload.com - upload your files to multiple file hosting sites! (http://www.multiupload.com/7AZXH5PDV6)

HZK
18 Nov 2011, 02:51pm
You need to pakrat that before I can work on it.


Pakrat - Valve Developer Community (http://developer.valvesoftware.com/wiki/Pakrat)

Wall-Nut
18 Nov 2011, 03:03pm
I'll stick with this skybox for now, used it before and looked quite alright, hope that this bsp wont cause problems.

Multiupload.com - upload your files to multiple file hosting sites! (http://www.multiupload.com/UV3NCUY4U5)

HZK
18 Nov 2011, 03:31pm
3 things.

1. There is no way that the planks can work with this AI. The bots can actually chase you on them but they will usually hide or wait under you. Try finding a replacement.

2. The map is a full-on zombie rush. Maybe try to make the zombies spawn slightly further away. Also give the humans some sort of fall-back shelter.

3. I can't find the buyzone 0_0


If you send me the VMF via steamchat then I could make some suitable changes.