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Lemmings19
4 Jun 2008, 12:46am
Update: (09-18-2008 at 12:44 AM.)

If anyone is interested in it, or wants to take a look, maybe if you want to try to get it working, just send me a PM or email me and I'll send you a .zip of the map.

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EDIT: (07-10-2008 at 07:15 PM.)
Quite a bit of work to just go to waste but I haven't bothered to even try to make this map work too much. I don't plan on making it work anytime soon.

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Working on this map on and off for the last little while when I felt like it. I think that I am done everything that I want done, I just need to go do a few touchups; some lighting (I did that last and so I was lazy when I did it), and maybe fill in a few open spaces with random junk. Maybe some decals and other eye candy. Simple stuff.

As for the name... I can't think of anything else. I started the map with no direction whatsoever (no idea for what it would look like or what the objective would be [escape or napalm] and just made stuff up as I went along. I will probably think of a general layout for the next map.

So how is it going to play if I made it without any idea of what the objectives would be? Well I think the first chunk will be escape. Once players get to a certain point, they have options as to where they can go and try to hold out, making the second chunk (and majority of the map) survival.

I originally did the entire map using the gray & orange dev textures (http://images.google.ca/images?um=1&hl=en&safe=off&q=source+dev+textures&btnG=Search+Images) thinking that I might just make it a map where those were the only textures in it. But by the time I was done, I decided that it would look better with actual textures. So I added textures from the CSS & HL2 (maybe DoD:S as well; oops!) texture database to the entire map (Unforeseen Work).

Here are quite a few screenshots of whatever I felt like taking screenshots of!

Here is an overview of the outside area of the map:
http://img388.imageshack.us/img388/7769/overviewsr2.jpg

An overview of the grids:
http://img155.imageshack.us/img155/2154/gridsvj3.jpg

One of the first areas the players will encounter, the underground pipes:
http://img155.imageshack.us/img155/9610/pipesgd8.jpg
I intend for the zombie to spawn right before players make their way into this room. They will have to navigate across the glass walkways to the other side. Falling off of the walkways means falling into the water (or onto the solid metal piping) and needing make their way back to the start (and probably getting turned into a zombie if not already a zombie). Humans can go around the vertical panes of glass on extra glass walkways, then destroy the extra glass walkways, leaving the zombies to have to smash through the panes, slowing them down.

And invisible maze, the second main obstacle in the escape:
http://img152.imageshack.us/img152/4427/invismaze2oq1.jpg
Note that there are two levels, one with the pink player clip (invisible walls), and the second on top of it with the dark glass.
All of the blue skybox texture will appear as the sky you normally see around maps.
Players will enter on the bottom level, and they will only be able to see their destination (the other side of the room, you can see the floor where you need to get to). They will need to feel their way through as they bump into invisible walls (while being chased by zombies) as they make their way to the other end of the room (it isn't like a conventional maze, there are many, many paths through). Then they climb up the second floor where they can see through the floor and watch other players (or zombies) try to make their way though the invisible maze. On the second floor, the invisible walls have been replaced (in the same positioning as the first floor) with glass that is at knee height.
I am curious to see whether or not people will like this, and whether or not this will make it too easy for the zombies. I am also curious if my explanation made any sense. I'm not going to proof read much of this since I need to get to bed, as I have work in the morning.

"Death Camber":
http://img511.imageshack.us/img511/8278/deathcamberhc6.jpg
After the invisible maze, players pass through this chamber via vent access. At any point in the chamber (or while exiting it), the humans can shoot a pane of glass, causing the spikes above to fall down, killing anyone below.
This might be an interesting part of the map. Zombies might hesitate to go under it while the humans are on the other side, and can have it drop at any moment. This hesitation may give some humans time to find a good place to hold up for the rest of the map.

--From here on, the map is survival, players can go where they choose. So here are some screenshots of places to go:

A small military compound:
http://img138.imageshack.us/img138/7940/compoundqz2.jpg
Watchtowers, bunkers, crates stacked up high, and some underground tunnels. Access to this area can be though either the main gate (players will need to break the bars to gain access) or through an underground tunnel which can be accessed from multiple areas around the map. Climbing the fence will probably result in a nasty shock.
I might need to delete this fence and replace it with something else, as the entire fence surrounding the compound consists of roughly 9,000 solids to make the chainlink... It looks nice though.

A small guard post:
http://img529.imageshack.us/img529/5115/maindoorut2.jpg
Just a simple building with a small attic guarding the only entrance to the entire map (the map is surrounded by a really damn tall stone wall). The large door is not accessible.

One of 3 small barns:
http://img108.imageshack.us/img108/950/barn1xn2.jpg
http://img529.imageshack.us/img529/6282/barn2ak2.jpg
There was no hay texture that I could use, so you get to look at stacks of dry grass.
Three barns. You can break all of the individual wooden boards encasing them, two have crates stacked up which you can climb on, one has hay.

A field! (of what, I'm not sure... grass plants?):
http://img129.imageshack.us/img129/3861/fieldzs2.jpg
I figured it would be interesting. Players can run into it as a last resort. The crops are illusionary, so you can pass through them, but not see through them. There are stalks though, so you will run into them as you pass through the crops, slowing you down, altering your course so you cannot pass straight through from one side to the other without changing direction (and maybe losing your prey because of it!). Anyway, it should be interesting to watch players run and hide in here. But as more zombies come to help search, you probably won't last too long in here.

A building!!! OMG!:
http://img129.imageshack.us/img129/9703/fmjqa7.jpg
The first floor is a recreation of a building in a certain Vietnam war era movie. I did it because I felt like it for some reason.
The other two floors are just random crap in random rooms. I need to go back and texture said random crap. They will be the only areas in the map where barricading will be possible. I don't want the map to have three places that players can run to and barricade perfectly every map, so the human's survival will rely on teamwork and the knockback from your guns, not barricades. Zombies winning will rely on zombie teamwork! (if that invis maze and the underground piping don't make the beginning too easy for them)
The roof has some random glass obstacle that humans can try to hold up and survive in.

Obstacle Course:
http://img340.imageshack.us/img340/8549/obsticlesc3.jpg
Some obstacles taken from the same movie as the first floor on the building posted above. One or two of these might make decent places for humans to hold out.

An area with some elevation change:
http://img215.imageshack.us/img215/861/elevationso5.jpg
Cause I wanted to fill in some space with something easy to make.

A random location:
http://img219.imageshack.us/img219/8112/randomlocationgv4.jpg
With little significance.

Main building entrance:
http://img215.imageshack.us/img215/1489/feventrancefm1.jpg
Thar she blows!
Like my trees?

An underground lake:
http://img151.imageshack.us/img151/2357/undergroundlakepv2.jpg
A hub for several underground tunnels.

An underground tunnel:
http://img98.imageshack.us/img98/1517/tunnelsgy5.jpg
I made it while I was watching Pulp Fiction!
Most of the tunnels are submerged in water, players will need to make use of air pockets to survive. This tunnel isn't under water.

That last bunch of locations were places that players could choose to go after the "Death Camber". The following bunch can be accessed if players take a certain route, and the come across them in the sequence posted:

Rofl blocks:
http://img440.imageshack.us/img440/5586/roflts4.jpg
Humans go around these obstacles (red path), and shoot the floor out behind them. Zombies need to pull these (the letters R, O, F, and L) back (green arrows) so that they fall into slots, allowing the zombies to pass.

Breakfloor thingy:
http://img395.imageshack.us/img395/3747/breakfloorob8.jpg
Bad screenshot... Somewhat difficult to describe... Zombies need to make it across without humans shooting the floor out from under them (so that they don't fall to their deaths). Or maybe find an alternative route around...

Breakfloor Cube Thing:
http://img529.imageshack.us/img529/2429/breakfloor3bc6.jpg
This would normally be an entire map on the breakfloor server. The strength of the boxes has been reduced from what most breakfloor maps have, so they will break in one or two shots. Zombies can climb up ladders on either side of the cube (red L in screenshot means ladder), and drop down, working their way down to humans. It should be possible for zombies to get to humans no matter what area the human selects to hide in this, or how many crates they have broken around them. But a clever human might survive in this.
The entire breakfloor cube is encased in glass.
Clever humans might figure out ways to use this to hinder the zombie's pursuit. You'd need to see how it is made to get a full understanding I think.

ROFLCOPTER:
http://img443.imageshack.us/img443/7025/roflcopterhk0.jpg
After making it past the breakfloor cube thing that needs a simple name so I can refer to it as something other than breakfloor cube thing but it's too late cause I'm already done talking about it (it is an intentional run on sentence), players can try to hold off the zombies on top of the ROFLPAD which has an idle ROFLCOPTER sitting on it. (the ROFLCOPTER will not be made functional, functional vehicles are too god damn laggy and ruin maps, plus it would = instant human win since they could just hover until the time runs out)



Alright... that is all I'm gonna post for now, I should have been asleep 3 hours ago since I need to go to work in the morning. Screw proof reading, I'll do that tomorrow... maybe!

That is my post. The end. Thank you, good night.

JoniX
4 Jun 2008, 02:31am
Looks nice. One thing What fps that map gives??

GrimExistence
4 Jun 2008, 03:01am
its fucking huge cant wait to play it:w00t:

Bill Smauz
4 Jun 2008, 07:51am
Cool looking map.

I am having some thoughts though of how the teamplay of the spikes and the breakfloor style part of the map will be. The spikes may lead to teamkilling so I guess we'll find out when this map gets added :001_smile:

Irish Rebel
4 Jun 2008, 08:19am
map looks pretty awesome!

Lemmings19
4 Jun 2008, 11:17am
Yeah the breakfloor and spikes might mean teamkilling, but there are usually ample admins on to ban and kick. I might just remove the spikes entirely if need be. However if it works properly, I want to leave it in. It might be interesting.

The FPS? The map has yet to be compiled. I tried to compile it two nights ago and it said that it couldn't find the file to compile it. I haven't gotten around to troubleshooting yet, and the last time I made a working map and compiled it was probably around 2004. My system has an 8800 640mb GTS video card in it so I won't be able to say for sure what FPS older systems might get until I get the map compiled and working so others can test it. The only place I think that might need some revising is the compound area as the fence around it consists of ~9,000 solids I think.

I will try to get around to compiling it tonight after work and get a beta out sometime soon. Like I said, I haven't made a working (playable) map since around 2004. I probably need to read a few guides for finishing off maps and making use of several triggers and entities since I never really have. I've just been learning as I go :001_rolleyes:.

Any constructive criticism or tips would be great!

Thanks for the feedback!

Bill Smauz
4 Jun 2008, 05:58pm
Oh well we can test this and if you need to make certain changed you can do so.

Im looking forward to playing this looks like fun.

Prvtpwnage
4 Jun 2008, 06:16pm
HOw long di that take. Thats pretty beast:001_tt2:

Lemmings19
5 Jun 2008, 05:08pm
I might get around to fiddling with it to get it to compile this weekend. Bit busy right now.

It took a while. I did it whenever I felt like it over about a month so I can't really tell you how long it took in a value as accurate as hours. A lot of the time taken on it was while I was distracted watching movies so I didn't get much work done a lot of the time.

SATAN
5 Jun 2008, 05:19pm
Wow looks like you put a lot of time in that, looks huge too.
I hope your compile wont be too hard on you.
Hurry so we can test it.

Shark
7 Jun 2008, 02:13am
thats gooddd!!!!!!!!!!! <:
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Shark Attack

Lemmings19
7 Jun 2008, 10:19am
Compile errors...




** Executing...
** Command: "c:\program files\steam\steamapps\Account_name\sourcesdk\bin\e p1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\Account_name\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\Account_name\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default
Can't find surfaceprop stone for material STONE/INFWLLJ, using default
Brush 1478812: MAX_MAP_BRUSHSIDES
Side 5
Texture: WOOD/MILWALL015


** Executing...
** Command: "c:\program files\steam\steamapps\Account_name\sourcesdk\bin\e p1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\Account_name\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3"

Valve Software - vvis.exe (Nov 8 2007)
4 threads
reading c:\program files\steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3.bsp
Error opening c:\program files\steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\Account_name\sourcesdk\bin\e p1\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\Account_name\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3.bsp
Error opening c:\program files\steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\Account_name\sourcesdk_conte nt\cstrike\mapsrc\zm_mutate_b3.bsp" "c:\program files\steam\steamapps\Account_name\counter-strike source\cstrike\maps\zm_mutate_b3.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

Then a box pops up asking if I want to continue... I pick no.



Error opening mapname.bsp The compiler can't find the .BSP file for your map or it's corrupted. Probably the .BSP wasn't created by Vbsp (http://developer.valvesoftware.com/wiki/Vbsp) because of an error. If not check the pathname.
Source: http://developer.valvesoftware.com/wiki/Compile_Errors

Anyone familiar with how to fix this? I did a bit of Googling to find a solution but I really don't feel much like trying to figure this nonsense out right now.

All that I've tried is saving the map under different names to see if that might fix it. I'm not really sure what else to try without altering the map itself. I suppose I could try copying everything in the map bit by bit (doing it all at once, or even 1/10 of it at once will cause a crash) onto a fresh hammer map to see if that does anything (if it is corrupt), but that will take a while.

Grrr. I really don't feel like messing around with this crap right now.

SATAN
7 Jun 2008, 12:33pm
Lol i remember that happening to me, i tried to fix for about 2 hours.
My problem was that when i was putting the SKIP texture on my HINT i accidentaly put it on something else like a trigger i think it was.
But i dont think its the same thing or could be i dont know.
But good luck with it anyway.

Lemmings19
14 Jun 2008, 12:47pm
Stupid error... I don't know what is causing it. So even though the map is done, I'm just going to scratch it unless someone else wants to try to figure it out. (should have posted this a while ago)

If anyone with better knowledge of Hammer wants to try to figure it out, it would be greatly appreciated. But I've finished it, and that's all I wanted to do. So if nobody does want to try to fix it, that's ok.

Blubla
14 Jun 2008, 02:09pm
Stupid error... I don't know what is causing it. So even though the map is done, I'm just going to scratch it unless someone else wants to try to figure it out. (should have posted this a while ago)

If anyone with better knowledge of Hammer wants to try to figure it out, it would be greatly appreciated. But I've finished it, and that's all I wanted to do. So if nobody does want to try to fix it, that's ok.

You used to many brushes.

http://www.interlopers.net/index.php?page=errors
Maximum: 65536 Description:
The total amound of all sides of all brushes in your map.

Solution:
Delete, or simplify brushes (maybe you can replace some of them by models?)

Normally you get this error if you decompile a map and copy/paste the brushes/entities in your map. (Just in case that you misunderstand me, I don´t say you did that)
I also had the same problem around a year ago; I accidentally tie to entity a displacement.

Anyway I suggest you to delete/simplify some Brushes; if nothing helps, feel free to send me the .vmf and I take a look at it.

GrimExistence
14 Jun 2008, 03:22pm
good job blulba:thumbup:

Blubla
14 Jun 2008, 03:25pm
good job blulba:thumbup:

thanks lol

Lemmings19
14 Jun 2008, 10:16pm
Thanks.

I looked at that part of the error log myself and was wondering, but wasn't sure if it was even an error or not. The "MAX" kinda made me think I hit a limit, I didn't know there was one.

Hopefully I can manage to fix it with out too much trouble, and without taking too much from what I have already made.
http://img138.imageshack.us/img138/7940/compoundqz2.jpg
The fence around there will be the first to go. It's really a lot of unneeded brushes.

Thanks for the input, and link to that site, Blubla! It will surely come in handy!

Blubla
15 Jun 2008, 03:40am
Thanks.

I looked at that part of the error log myself and was wondering, but wasn't sure if it was even an error or not. The "MAX" kinda made me think I hit a limit, I didn't know there was one.

Hopefully I can manage to fix it with out too much trouble, and without taking too much from what I have already made.
http://img138.imageshack.us/img138/7940/compoundqz2.jpg
The fence around there will be the first to go. It's really a lot of unneeded brushes.

Thanks for the input, and link to that site, Blubla! It will surely come in handy!

You´re welcome.

Lemmings19
15 Sep 2008, 05:23pm
Update: (09-18-2008 at 12:46 AM.)

If anyone is interested in looking at the map, or wants to try to play around with it, and maybe get it working, or anything else... Just PM me or email me if you want a copy of the map (for editing in Hammer) for any reason; feels like a waste for me to have made this and not get to share it with anyone.