Looks pretty good moroes :megamon:
WIP in WIP, post your level screenshots!
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Very nice moroes!
Only thing I can point my finger at is the fact that all the cliffs (background cliffs) suffer the same fault as the original cs_siege, that they are all the same height.
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Finally someone made that level look good. Nice man, I say spot light when its finished.
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Any changes to the layout?
But it sure looks sweet, just add some height variation.
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A map I'm working on for a Gameplay Challenge that will be starting soon on http://www.interlopers.net the rules and stuff are still being worked on but it should be cool to see everyone showing off different ideas on the same map
. (more info soon)[Blocked Image: http://i291.photobucket.com/albums/ll311/Random_Layouts_by_vivi/hotel0011.jpg]
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More updates to come in the future! Hope to get this finished by the end of the week.
- vivi
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Hey, thanks for your comments for siege!!
I4ll take a look for the cliff but here you can't see the 3D skybox wich is important to the general relief, it had some variation to the relief. But I'll see to change a little bit that Skjalg

st0lve you'll be happy cause now the map is not like a camp for the terrorist because the counters will can find some news ways to access to the area and save the hostage!

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i've been making a survival map for l4d over the last 2 weeks, set in an abattoir that was used as a temporary morgue for infected people and then abandoned once the virus spread. there's the main room, split in two by the plastic curtains, a freezer full of decomposing pig carcasses (though i'm not sure why they left them in there with the dead people), a reception area and a slaughter/bleeding/skinning etc room. i've already released b2, so i've been making some more props since then to add some detail.
also, i'm wondering what to do with the pig carcasses - at the moment they're solid which means decals show up but they get in the way, especially in the freezer. is there a way to make them so decals appear but they don't block players/NPCs? or can i have them hanging like ragdolls so you can push them out the way, without a performance hit?
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the0rthopaedicsurgeon that looks awesome, simply awesome.
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That looks fantastic! Great setting! I totally want to play that map

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Very nice man, Its a great setting to pack some zombie meat.
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It's looking really good (In-Game too). Got a few questions/hints:
1. How did you get the .nav to work? Is there a guide somewhere?
2. Some doors and windows were breakable and you couldn't move through them although it looked like you can.
3. The radio/radio_event did not really work. I got one Zombie-Wave and that was all I've got..
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i used the tutorial here: http://forums.l4dmaps.net/showthread.php?t=748
just generating a nav mesh wont work, you need to mark it with certain parameters for it to work in survival. if you only got one wave, i'm guessing you ran in co-op mode - you need to type "mp_gamemode survival" in the console before you load the map for it to work in survival mode.
by the windows, do you mean the ones in the reception? the whole outdoor area and those windows were only added because the reception was too easy to defend. i put boards across the windows to let the player know they shouldn't be able to cross, but low enough and set to non-solid so zombies can still get through.
i know some of the doors can be broken too, even though i've tried them as prop_dynamic, prop_physics or whatever, set their health to 0, non-breakable, covering them in clip brushes etc. but then when a tank comes along he just obliterates them into gibs and you're left with the wooden barricades or an empty doorframe you can't walk through.
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Just re posting these here cause they got caught in the split.
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the0rthopaedicsurgeon, I know you can add Ragdolls to the Carcasses that 'll be awsome

Maps looks stunning btw, and if you need an extra hand let me know, keep it up !

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Some pics from my racetrack for rFactor. Will release it this week hopefully.
Thers not a whole lot of shadow in it because i decided against it. It hurts performance quite badly in this old engine and doesn't add so much anyways. It's more important that people can race with constant 60 fps.
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Those are some HUGE people
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Yes but it doesn't matter because you cant see it when everything is in motion. It's also cheaper performance wise. And then ther's the problem that from the cockpit everything looks a lot smaller then what it actualy is due to the fov and speed. It's way worse then in most fps games.
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Quote from moroes
Those are amazing mate, did you make all those custom textures and materials yourself?
I myself have been working on a Bunker in the mountains esc map, still heavily wip, most textures are just place holders till I get into more details.
[Blocked Image: http://i49.photobucket.com/albums/f264/omega322/hl22009-05-1615-08-48-21.png]
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Looks like a good start, reminds me of a map from Hidden and Dangerous 2.
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Btw what's a esc map ?
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