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zps_thelabs (Zombie Panic! Source Map)

  • Yokai
  • April 3, 2008 at 3:35 AM
  • Yokai
    • April 3, 2008 at 3:35 AM
    • #1

    After quite some time, I've finally released my map to the public. Zps_thelabs is a recreation of the old HL1 zp classic. This one adds several new things to the plate that the old one didn't provide, and a totally rehashed design change. This newer version is more sleek while, at the same time, containing elements of grunge here and there. Rather than sticking the traditional, boring, bland mapping style for zombie mods where everything is dark and grungy, I decided that making a map that switches between light and dark and having the players provide the gore would be a more realistic and more enjoyable environment. I've always detested the statically placed gore because I feel that it eliminates the unique feel each round has.

    Enough talk then, onto the pictures:

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0012.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0031.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0030.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0023.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0022.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0017.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0016.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0010.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0011.jpg]

    [Blocked Image: http://i276.photobucket.com/albums/kk20/Th…thelabs0069.jpg]

    Download:

    Mirror #1

    Server:

    Currently made deals with many zombiepanic source servers to host my map. The files have been sent to them so expect to see this map get quite a bit of action!

    Please leave any feedback you have for future projects... Thanks!

  • Freak
    • April 3, 2008 at 12:38 PM
    • #2

    most areas look one-colourish

  • Yokai
    • April 11, 2008 at 5:52 PM
    • #3

    Could you care to elaborate? I feel theres quite a bit of color variation... I just didn't use colors out of a color scheme of any sort. Blue and Green are both used in the map a bit. Blue is used frequently, but I feel the blue adds a "High-Tech" feel to the lab.

    Any other comments? I am still doing new versions with gameplay updates. I've heard a bit of complaints about the white wall texture so I may change it, although I sort of like it...

  • Psy
    • April 12, 2008 at 2:09 PM
    • #4

    Every area uses one-color lights. Add contrast to the lighting in each area.

  • skdr
    • April 12, 2008 at 3:53 PM
    • #5

    Looks like your catwalk is disappearing.

    http://i276.photobucket.com/albums/kk20 ... bs0012.jpg

  • Punky
    • April 12, 2008 at 4:14 PM
    • #6

    Use Smoothing groups ( http://%7boption%7d ) on pilars etc that will make them look better, good work though but some areas could use more color variation, better lighting and some areas in your map look strange, the green smoke looks odd and the water in the second screen doesn't quite belong there, in real life water has an impact on the walls, paint etc so try to make that more realistic (texture-wise)

  • spacer
    • April 17, 2008 at 11:12 PM
    • #7

    I don't recognise half of these rooms, did you make new ones?

  • 2d-chris
    • April 19, 2008 at 8:33 PM
    • #8

    Hey nice work man. be careful with using that many point_spotlights, they are surprisingly expensive that being said it doesnt look like you have big draw distances, so it's not that bad

  • Pampers
    • April 19, 2008 at 9:24 PM
    • #9

    point_spotlights are only expensive if you don't tick off dynamic light in the flags tab

  • Yokai
    • April 19, 2008 at 10:35 PM
    • #10
    Quote from skdr

    Looks like your catwalk is disappearing.http://i276.photobucket.com/albums/kk20 ... bs0012.jpg

    Because I don't have anti-aliasing, computer isn't good enough. D:

    Quote from Spacer

    I don't recognise half of these rooms, did you make new ones?

    Yes I did! Cool to see your reply spacer, cause I Liked the second version of the map you made for zp hl. To be honest, I released it as a custom because I was getting slightly aggravated with the team's work habits so I could move onto a different game / project.

    Quote from Punky

    Use Smoothing groups ( http://developer.valvesoftware.com/wiki ... ups_Dialog ) on pilars etc that will make them look better, good work though but some areas could use more color variation, better lighting and some areas in your map look strange, the green smoke looks odd and the water in the second screen doesn't quite belong there, in real life water has an impact on the walls, paint etc so try to make that more realistic (texture-wise)

    Yeah I will add smoothing groups this time around. Thanks for the link though, cause that definitely explains more about how to use them. Yeah, color variation is definitely something I will focus on next time. While there are some rooms with mostly red / white lights, the white is a bit re-occuring. I think I may add a tint of blue to a few of the lights for the next version.

    Textures are also something I've been getting a lot of comments on, so I may change that around a bit.

  • 2d-chris
    • April 25, 2008 at 6:18 PM
    • #11

    Actually I meant expensive without dynamic shadows on (as default) with them on it's just end of story. Also, it appears in that big room with lots of spotlights you have some kind of particle smoke going on? Thats also a killer.

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