10/10 correct first try, I promise ![]()
on bonus I got 3/4 correct.
10/10 correct first try, I promise ![]()
on bonus I got 3/4 correct.
Very useful! I was watching your site closely for the Vista version ![]()
Thank You for releasing this!
Now thats awesome, its better than photoshop in so many ways!
I found a link to a trailer for this new paint.
Yay im in 15" LCD club
Yeah I know wide screen would be nice but you need monies to do that lol!
Also yes that is a G15.
Quote from D3adsPoor guy will be banging his head against the wall now
I think a more subtle normalmap will work wonders, no normal map makes it look bland.
lol thats fine.
I made the normal more subtle:
[Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-53-44-36th.jpg] [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2010-59-03-47th.jpg]
And here is what the normal currently looks like for both floors:
[Blocked Image: http://inevmaps.hl2files.com/images/misc/cl…dfloor_bump.jpg]
Two Variations, I also toned down the reflectiveness of the wood.
[Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2000-21-57-40th.jpg] [Blocked Image: http://inevmaps.hl2files.com/images/misc/hl2%202007-07-27%2000-17-52-04th.jpg]
My first serious texture, a clean wood floor and plaster wall
[Blocked Image: http://inevmaps.hl2files.com/images/misc/texturetest_th.jpg]
A few more shots, things are moving slowly and nowhere near done.
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Quote from NightWolfIt seems that the latest SDK update is the issue because I have Vista and compiling was working fine for me until this last update.Lets just hope i'm wrong because you know how long it takes for Valve to get another update for the SDK out.
I was wrong yay!
My problem was an unoptimized map
plus my borked mobo doesent help either ![]()
I was thinking about the railings, there are placeholders for now.
They will be replaced with a model or brush.
Edit:
I was planning on getting alot of work dont this past weekend but instead my mobo went out so right now I cant do much on a 800mhz labtop ![]()
Here is an update, screenshots of the office building lobby.
[Blocked Image: http://img292.imageshack.us/img292/7611/zmmerge0002bx3.th.jpg] [Blocked Image: http://img292.imageshack.us/img292/2628/zmmerge0003vy7.th.jpg] [Blocked Image: http://img292.imageshack.us/img292/5919/zmmerge0004ey6.th.jpg] [Blocked Image: http://img292.imageshack.us/img292/8743/zmmerge0005cu9.th.jpg]
Comments are welcome ![]()
It seems that the latest SDK update is the issue because I have Vista and compiling was working fine for me until this last update.
Lets just hope i'm wrong because you know how long it takes for Valve to get another update for the SDK out.
Alright...
Unfortunatly I couldnt recover the first zs_merge so I started a whole new one.
In 2 days I finished all of the layout and added alot of detail, it still needs more detail though ![]()
I have a question and need some mapcorians opinions about the layout, I am trying to keep at map that is balanced for the humans and zombies.
So far I think it is balanced pretty well, alot of the times depending on the map the humans team will attempt to camp the zombie spawn.
By adding two areas the zombies can spawn at I think I have cut down the ability for the humans to keep the zombies on one side of the map.
I was wondering if you all think I should add some sewers so the zombies can have another option to get to the other side of the map instead of just having to cross the street?
Here is a layout of the map:
[Blocked Image: http://img459.imageshack.us/img459/7144/layoutdc6.th.jpg]
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)
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 ![]()
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!
More media!
Please leave comments and suggestions as usual.
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[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.
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.
QuoteI 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.