1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[WIP] zs_merge

  • NightWolf
  • January 7, 2007 at 11:34 PM
  • NightWolf
    • January 7, 2007 at 11:34 PM
    • #1

    Well its been a while since I have been working on any maps, so here is a new one... zm_merge.

    I originally started it for a mapping competition for a mod called ZombieMod for CS:S but never finished it before the deadline.

    Here are the screenshots of the underground tunnel part of the level.

    [Blocked Image: http://img444.imageshack.us/img444/3411/zmmerge0003yf0.th.jpg] [Blocked Image: http://img235.imageshack.us/img235/2952/zmmerge0002tp9.th.jpg] [Blocked Image: http://img99.imageshack.us/img99/3071/zmmerge0001ov7.th.jpg]

    So what do you all think about it?

    I still have not added props to this area of the map or decals, I also know about the pipe in shot 3 that is misaligned.

    This is the first time I have experimented alot with lightmaps, almost everything you see in the screens have a lightmap scale of 1 resulting in long compile times but sharper shadows, if anyone has any suggestions on how to make those compile times faster I would love to hear it. :wink:

  • Skjalg
    • January 8, 2007 at 12:56 AM
    • #2

    lightmap scale of one is a little over the top I never go below 4 myself.

    Anyhoo, you really should add some more detail there, and I'm not just talking props. To be completely honest I thought it was HL1 at first, but the water told me otherwise :/ Add trims, grates, round some corners, perhaps detail out the ceiling some more? add some more grime too.

  • mabufo
    • January 9, 2007 at 12:36 AM
    • #3

    Lightmaps need to be in powers of two on the source engine - or at least that's what I'm told.

  • NightWolf
    • January 14, 2007 at 2:44 AM
    • #4

    I decided to completely delete the old tunnel part and am almost done recreating it, I will hopefully have pictures of it soon.

    Today I started messing with terragen and decided to create a new skybox for the map, I used a combination of terragen, skypaint, and photoshop to finish it.

    Heres a screen shot of it in game.

    [Blocked Image: http://img472.imageshack.us/img472/783/skytest0000qd7.th.jpg]

    That is also my first skybox I ever created

  • NightWolf
    • January 14, 2007 at 10:00 PM
    • #5

    Update is here!

    I decided to destroy the old tunnel and recreate it from scratch, its less... blocky and I didnt like the old one anyway

    [Blocked Image: http://img215.imageshack.us/img215/9578/zmmerge1yi5.th.jpg] [Blocked Image: http://img233.imageshack.us/img233/4615/zmmerge2dr6.th.jpg] [Blocked Image: http://img484.imageshack.us/img484/7784/zmmerge3vy9.th.jpg] [Blocked Image: http://img167.imageshack.us/img167/7883/zmmerge4is6.th.jpg]

    I still have a little more work to do on this part also.

  • Rick_D
    • January 15, 2007 at 12:05 AM
    • #6

    And yet you've still managed to make it look blocky

    The textures seem wrong for the type of architecture, brick walls are generally (in most cases) vertical because that's how bricks work (unless the wall is falling over, like my garage <_<) - and the blend into the concrete ceiling just highlights how off the bricks look.

    I'd suggest using concrete all over, if the brown is your theme then pick a dirty brown concrete or get a small stone-brick texture that would fit the curve more.

    The pipe supports seem unnaturally thick, try using a 1 unit thick brush instead of the 2 or 4 that you have there. The ropes connecting to it look out of place, ropes are nice but place them logically or it just looks overkill.

    Maybe instead of those light-concrete trims on teh outside of the walls you could have an indented (and vertical) cut that holds some supports.

    Some ref's (nice architecture and lighting) might give you an idea on how to expand and branch off into other areas while still keeping the sewer theme:

    [Blocked Image: http://magliery.com/Graphics/MoreFrance/paris-sewer.jpg]

    [Blocked Image: http://static.flickr.com/11/13052287_1e6de54ca9_m.jpg]

    [Blocked Image: http://www.myloupe.com/disp_thumb_images/391/display/363579.jpg]

    etc

    Sorry for excessive crits but you seem to know when something doesn't look right and needs changing, and I hate to just say "meh doesn't look good" without giving reasons.

  • NightWolf
    • January 15, 2007 at 12:12 AM
    • #7

    Thanks for the constructive criticism, I don't think there is such thing as too much of it

    Now that you bring up all those points they do make a lot of sense, and I plan on making a lot of changes.

  • Fearian
    • January 15, 2007 at 1:50 AM
    • #8

    I think the new tunnels look good. some blocky-ness here and there but I think it should all be sorted with some smoothing groups and then some nice lighting.

    Lighting should be essential for this kind of map (zombies/sewers...), dont stick with what you have, go for a darker yet realistic look, with some subtle warm colours (the red light looks a bit strong there)

    my 'IHMO's looks good and hope to see more! good luck!

  • NightWolf
    • January 16, 2007 at 11:31 PM
    • #9

    I did some changes and I think it looks better, I also added a ton more smoothing groups to make things look rounder

    I'm still tweaking the lighting and deciding about pipe placement.

    [Blocked Image: http://img217.imageshack.us/img217/8241/zmmerge0001dg3.th.jpg] [Blocked Image: http://img369.imageshack.us/img369/9792/zmmerge0002uk6.th.jpg] [Blocked Image: http://img444.imageshack.us/img444/1492/zmmerge0003kr7.th.jpg] [Blocked Image: http://img369.imageshack.us/img369/2941/zmmerge0004db7.th.jpg]

  • NightWolf
    • February 24, 2007 at 7:17 PM
    • #10

    I did some more work on zm_merge, the tunnels are now done except for trash and other props and some decals.

    [Blocked Image: http://img70.imageshack.us/img70/9291/zmmerge0008yt1.th.jpg] [Blocked Image: http://img70.imageshack.us/img70/4976/zmmerge0007gr8.th.jpg] [Blocked Image: http://img70.imageshack.us/img70/5854/zmmerge0006it9.th.jpg]

    [Blocked Image: http://img70.imageshack.us/img70/9492/zmmerge0005gu2.th.jpg] [Blocked Image: http://img70.imageshack.us/img70/9602/zmmerge0003fc8.th.jpg] [Blocked Image: http://img365.imageshack.us/img365/8879/zmmerge0001sy6.th.jpg]

    There is still a lot of work to do, I would bring screen shots sooner but I have been busy here lately.

  • SnipaMasta
    • February 24, 2007 at 7:41 PM
    • #11

    I think the office is going to look completely out of place - I think you should edit the office textures (or make new ones ) to make them look a bit more in theme with the map (i.e darker, dirtier). I don't much like the rock texture outside - although I just don't like that texture in general.

  • NightWolf
    • February 24, 2007 at 8:47 PM
    • #12

    I knew I was forgetting to add a screenshot, here is another one.

    [Blocked Image: http://img168.imageshack.us/img168/9236/zmmerge0002ty6.th.jpg]

    I know the pillars are huge and I plan on sizing them down.

    Quote

    I think the office is going to look completely out of place - I think you should edit the office textures (or make new ones Big Grin) to make them look a bit more in theme with the map (i.e darker, dirtier). I don't much like the rock texture outside - although I just don't like that texture in general.

    For the office part I was aiming for it to have cs_office architecture and the look, the map is not set in an abandoned theme so I didn't want the office to be dirty.

    Also the rock texture is likely to change.

  • Dodger
    • February 24, 2007 at 8:56 PM
    • #13

    Ey keep mappin and it will be fine..

  • NightWolf
    • April 15, 2007 at 10:43 PM
    • #14

    More media!

    Please leave comments and suggestions as usual.

    [Blocked Image: http://img444.imageshack.us/img444/7306/zmmerge0000sb1.th.jpg][Blocked Image: http://img480.imageshack.us/img480/9803/zmmerge0013vf4.th.jpg][Blocked Image: http://img480.imageshack.us/img480/5056/zmmerge0011zt9.th.jpg]

    [Blocked Image: http://img480.imageshack.us/img480/7061/zmmerge0010qa3.th.jpg][Blocked Image: http://img478.imageshack.us/img478/628/zmmerge0009cj1.th.jpg][Blocked Image: http://img478.imageshack.us/img478/1479/zmmerge0008cw9.th.jpg]

    [Blocked Image: http://img411.imageshack.us/img411/7138/zmmerge0003jm2.th.jpg][Blocked Image: http://img405.imageshack.us/img405/3709/zmmerge0004cz8.th.jpg][Blocked Image: http://img405.imageshack.us/img405/9263/zmmerge0005ue4.th.jpg]

    [Blocked Image: http://img405.imageshack.us/img405/6474/zmmerge0006po0.th.jpg][Blocked Image: http://img478.imageshack.us/img478/1795/zmmerge0007ol5.th.jpg][Blocked Image: http://img411.imageshack.us/img411/6016/zmmerge0002as5.th.jpg]

    [Blocked Image: http://img411.imageshack.us/img411/6730/zmmerge0001wz8.th.jpg]

    Also when the map is done the sprites in the room with the beams wont be that bright.

  • Rick_D
    • April 16, 2007 at 2:42 PM
    • #15

    coming along very nicely

  • NightWolf
    • April 21, 2007 at 4:51 AM
    • #16

    Ok tiny update:

    -I added HDR, which will be toned down by next media release to prevent blinding the player!

    -I have toned down env_sprites that were huge, bright and ugly.

    -Some other things I didnt takes screens of.

    Screens of HDR:

    [Blocked Image: http://img77.imageshack.us/img77/4040/zmmerge0018hi4.th.jpg][Blocked Image: http://img77.imageshack.us/img77/7174/zmmerge0017li0.th.jpg][Blocked Image: http://img77.imageshack.us/img77/6133/zmmerge0016tt2.th.jpg]

    [Blocked Image: http://img77.imageshack.us/img77/4960/zmmerge0015pz4.th.jpg][Blocked Image: http://img77.imageshack.us/img77/1776/zmmerge0014fi4.th.jpg]

    Im not sure what do do with screenshot two as it seems a bit empty and lacking of detail, any suggestions would be great. :wink:

    Also a heads up, I am switching this from being a CSS: Zombie Mod map to a Gmod10 Zombie Survival map because imo Zombie Survival is much better than the CSS Zombie Mod.

    After release there is a good chance that later I will release it for the CSS Zombie Mod!

  • Mkz
    • April 21, 2007 at 6:31 AM
    • #17

    how is it possible that the roof is more dirtier than walls/floor (3rd shot)? at least it doesnt look good. make it cleaner or make walls and floor dirtier

  • NightWolf
    • June 17, 2007 at 3:26 AM
    • #18

    I know there hasn't been an update in forever, I was waiting until I actually made alot more progress until posting again.

    Right now I am having a major problem, the map does not want to open in hammer, the map stays at reading chunks at 5 percent and does nothing else.

    If I need to post the .vmf let me know because I am at a loss right now

  • Method
    • June 17, 2007 at 4:16 AM
    • #19

    Here are a few quick suggestion on how to improve second screenshot:

    [Blocked Image: http://www.methodonline.com/temp/mc_feedback.jpg]

    I strongly suggest looking at industrial photos reference for ideas on what things can be put into your map, along with what color schemes work better.

    Here are a few places that should get you started:

    http://www.dubtown.de

    http://www.hfinster.de

    http://www.zahkunst.net

    http://www.undercity.org

    http://www.sleepycity.net

    -Method

  • NightWolf
    • June 17, 2007 at 4:24 AM
    • #20

    Thankyou for the suggestions, they are greatly appreciated

    I would start working on it but the map wont open in hammer(see my previous post)

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™