Map revisions thread V2

  1. Map revisions thread V2

    #13553
    Ok, so I guess I'm back (for those who remember me). I recently got a new computer, and I forgot to get the map projects I was working on onto this one, so I'll have to do that some time this week. For now, I can work on zf_stinks. I will be re-doing it, in this thread, you can post maps you think need help or suggestions for the current project at hand (for now, its zf_stinks).
    Thanks.

    *EDIT*
    I just started working on zf_stinks, and I see now that the guy who made this was an idiot.

    I'm going to add:
    A small body of water
    Slightly bumpy terrain
    Trees that don't have magical forcefields around them
    Upgraded existing structures
    Maybe another structure?
    Zombie spawn moved off of the map (its just taking up space, it can do just fine in the void)
    stuff
  2. Re: Map revisions thread V2

    #13577
    Welcome back h_twenty !  8)

    Good idea, revamping some old maps ! They certainly need a good paintjob !  ;)


    So far, what was missing ?

    Ideas:
    -Air vents
    -Secret room (people loves them)
    -Redo the little shed near the primary building (never saw anyone holding there... Maybe you could make some nuclear shelter ?)
    -Conga dancing Club ? (Something crazy like in zf_farmfield from that old Kermit)
    -Electrical cabinet.  Need to bind "use" to trigger it, allowing you to switch on/off the lights in a building.
    (yes, I've got MOAR stupid ideas to allow players to interact with the environment. Don't know how much work this needs or if you have the knowledge to do it)
  3. Re: Map revisions thread V2

    #13581
    Monsieur wrote View original post
    Welcome back h_twenty !  8)

    Good idea, revamping some old maps ! They certainly need a good paintjob !  ;)


    So far, what was missing ?

    Ideas:
    -Air vents
    -Secret room (people loves them)
    -Redo the little shed near the primary building (never saw anyone holding there... Maybe you could make some nuclear shelter ?)
    -Conga dancing Club ? (Something crazy like in zf_farmfield from that old Kermit)
    -Electrical cabinet.  Need to bind "use" to trigger it, allowing you to switch on/off the lights in a building.
    (yes, I've got MOAR stupid ideas to allow players to interact with the environment. Don't know how much work this needs or if you have the knowledge to do it)

    Nonsense, none of those ideas are stupid! I will try to implement them to the best of my abilities, once I boot up hammer, I'll compile and take screenshots of what I've done so far.
  4. Re: Map revisions thread V2

    #13591
    So lets talk about zf_stinks:



    -What's this place ? (ex: Lab, industry, coffee shop, hotel, etc...)

    -What story will this map tell us ? (Survivor trying to run and escape ? Barricade themselves in shelter ? Put an end to the zombie plague ? etc..)


    These are 2 questions that we need answered.
  5. Re: Map revisions thread V2

    #13593
    Monsieur wrote View original post
    So lets talk about zf_stinks:



    -What's this place ? (ex: Lab, industry, coffee shop, hotel, etc...)

    -What story will this map tell us ? (Survivor trying to run and escape ? Barricade themselves in shelter ? Put an end to the zombie plague ? etc..)


    These are 2 questions that we need answered.

    Alright, well this is how I'll try to do it.
    I'll release version after version instead of keeping everyone waiting for a while. I'll add things in not-so-small increments, and in the meantime, I can release zf_cliff_v3 (once I'm sure its all good to go, which might be at the end of the day)

    Edit:
    Zf_cliff_v3 is almost almost done.
    Changes added:
    Second zombie spawn (replaces one of the buildings)
    A new structure with two barrels that will spawn either a medium or small healthkit/ammopack when broken.
    A cave at the bottom of the mountain with a generator in it that, once blown up, will disable all the electric lights on the map.
    Cave at the bottom connects to the top of the cliff
    zf_cliff is now at night, I'll also release a version thats day but with all the new stuff
    Thats all I can remember.
  6. Re: Map revisions thread V2

    #13640
    Amazing ! Good job implementing some of my ideas :D

    Can't wait to see the map and post a review !
  7. Re: Map revisions thread V2

    #13663

    I am uploading a DEMO video to youtube, as soon as its finished uploading, I'll post the link.
    Youtube is being a huge cunt, I can't upload. I'll just have to post screenshots >:L
    Nevermind, now I don't feel like doing that either. sorry guise.

    Monsieur wrote View original post
    Amazing ! Good job implementing some of my ideas :D

    Can't wait to see the map and post a review !

    Well I never got to put those in zf_cliff, as I was doing the main work about 6 months ago, I was only touching it up. But in zf_stinks, I can add them. Right now, I am working on another structure where survivors can hold out.
  8. Re: Map revisions thread V2

    #13664
    h_twenty wrote View original post
    I am uploading a DEMO video to youtube, as soon as its finished uploading, I'll post the link.
    Youtube is being a huge cunt, I can't upload. I'll just have to post screenshots >:L
    Nevermind, now I don't feel like doing that either. sorry guise.


    Hahaha, I know how you feel ;) .
    Well, let's just wait until Voidy adds it on the map rotation.

    I would love on day to appear on the credits  :'(

    [EDIT 5 August:]

    After reviewing the place, I think you can add something like brakeable floor part/walls for some house/shed ?
    And after adjusting the lights, (demand from voidy) I will need to see if the lights powered by the generator are still "usefull".
  9. Re: Map revisions thread V2

    #13714
    Monsieur wrote View original post
    Hahaha, I know how you feel ;) .
    Well, let's just wait until Voidy adds it on the map rotation.

    I would love on day to appear on the credits  :'(

    [EDIT 5 August:]

    After reviewing the place, I think you can add something like brakeable floor part/walls for some house/shed ?
    And after adjusting the lights, (demand from voidy) I will need to see if the lights powered by the generator are still "usefull".

    Yeah, thats a real problem. I was even debating with myself if it was actually worth keeping the electric lights+generator since I made it lighter. Idk, I'm trying to move back to zf_stinks, and in my opinion, its coming along really well.
    Just real quick, I changed the indoor-carpets from the shitty red to a better red carpet, should I just change them alltogether to a different carpet texture(custom)? I'll post screenshots in a few seconds.

    Top: http://steamcommunity.com/id/ytnewt_h/screenshot/572274571141305496
    Bottom: http://steamcommunity.com/id/ytnewt_h/screenshot/572274571141303312
  10. Re: Map revisions thread V2

    #13715
    h_twenty wrote View original post
    Yeah, thats a real problem. I was even debating with myself if it was actually worth keeping the electric lights+generator since I made it lighter. Idk, I'm trying to move back to zf_stinks, and in my opinion, its coming along really well.
    Just real quick, I changed the indoor-carpets from the shitty red to a better red carpet, should I just change them alltogether to a different carpet texture(custom)? I'll post screenshots in a few seconds.

    Top: http://steamcommunity.com/id/ytnewt_h/screenshot/572274571141305496
    Bottom: http://steamcommunity.com/id/ytnewt_h/screenshot/572274571141303312

    I like the custom texture better than red carpet.
  11. Re: Map revisions thread V2

    #13732
    I agree, custom feels better than the old red.

    Don't forget to add some decals on the walls !
    Or it would be too... blank ?
  12. Re: Map revisions thread V2

    #13734
    Monsieur wrote View original post
    I agree, custom feels better than the old red.

    Don't forget to add some decals on the walls !
    Or it would be too... blank ?

    I could try to add stuff, what were you thinking? Like bills posted or blood? Because I tried spicing things up by putting more things near the walls (Tape-reel racks, utility/junction boxes, boxes, other stuff I can't remember.)

    ALSO, I can't put out a decent changelog for shit, but I'll try. Whats new so far:
    Re-texured everything
    Rain
    Optimized (less visleafs, less bullshit-ly crafted things)
    Soundscapes (outside = Rain+Thunder, inside = Quiet Rain+Lights buzzing)
    Small pond
    Respawn room kills itself from the world when the round starts (I don't know if you guys have this problem, but I do. Its when I'm about to change classes and the round starts or the round already started, which switches me to zambo, which is very fucking annoying.)
    Zombie spawn is now off the map, giving more room
    Trees aren't enchanted (invisible walls are removed. If you think this will be a problem, it won't be. There isn't enough open space to hide in the trees and win.)
    Basement added (accessible through that small wooden holdout nobody uses)
    Zombie teleporter gives a second entrance to the basement
    Displacements (slightly bumpy terrain)
    I'll edit when I remember more (or check)
  13. Re: Map revisions thread V2

    #13745
    can u reduce that map time to stay alive to win from 7 to like 4 or 5 mins cause 7 is way to long and everyone dies around lets say 1 min in due to bad set up
  14. Re: Map revisions thread V2

    #13753
    BoBoBo-Bo Bo-BoBoBo wrote View original post
    can u reduce that map time to stay alive to win from 7 to like 4 or 5 mins cause 7 is way to long and everyone dies around lets say 1 min in due to bad set up

    I know what you mean, I really don't feel like thats the survivors' fault. The only place survivors stand any sort of chance is in the main building, and that one has only one medium healthkit and one medium ammokit, I plan on adding 3 sets of small kits (ammo, health) around the building to remedy this. The survivors can get swamped in seconds because the zombies can attack from so many angles (teleporter, stairs, toxic below). Just the other day, I went hunter w/ warrior's spirit heavy and fucked every single one of them in their asses (I used the teleporter).

    I might add one more structure and increasing the time limit to perhaps 8 minutes. So far, there is:
    That wooden building with the breakable stuff, the small wooden lodging, the basement (accessible through the small wooden lodging), and the main red building. I also intend on increasing the setup time, so the survivors can get to where they want and set up before everyone starts coming.
  15. Re: Map revisions thread V2

    #13801
    LE EPIC BUMP/DOUBLE POST

    I'd like to publicly thank Monsieur for putting so much effort into testing the new zf_stinks_v2 and coming up with future ideas.

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