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Posted

I started this map about 2 months ago as a break from my campaign. It's a small survival map set in an abattoir, with the story being that buildings like this were converted into morgues after the infection started spreading, but then abandoned once everywhere became overrun with zombies. For some reason though they decided to leave the pig corpses hanging from the ceiling, perhaps for the added atmosphere when the inevitable happened.

Anyways, now the tools and game have been updated I can release a proper version of the map. The gameplay seems ok from the betas (and now you can load the map properly instead of through the console it actually plays a lot harder), but I'm releasing as rc1 in case anything major comes up.

Link, screens and info:

http://www.scorchingcraniums.com/portfo ... ttoir.html

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Posted

I was given the opportunity to play it a bit. Very well done on the artistic side, but there are a few circulation problems you might wanna fix by deleting all the rotating doors (i'm not kidding here! they slow down the flow dramatically). Also, I noted several performance issues even on a high end computer (Quad core & GTX260).

Posted

the carcasses are just prop_statics set to nonsolid. i tried tying them to the rails with a couple of different entities, but they'd just swing about all over the place and if they hit you you'd lose about 20hp. ragdolls might've worked but they'd affect performance too much so making them non-solid is the only real alternative.

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Posted

Just played it now and visually / quality wise it's really great. I loved all the little details and custom models.

Couple of comments:

Plastic sheeting: The asset itself looks really nice but I wasn't too keen on the way the players clip right through it.

Dead ends / invisible barriers: There were a couple of points in the map where there are minor obstructions in the hallways or windows that seem like they should passable but are actually invisible walls.

Meat: The non-solid meat was a bit of a let down. I think immovable but solid meat would be preferable, but I understand why you set it up the way you did.

Hallway doors: The hallway between the spawn area and the meat chiller room (with the particle 'frost') was too narrow for the doors. I often found when doors on both sides were open that there was no space to get past. I would probably widen this coridoor.

Radio: This was my biggest gripe about the map. I found myself spending over 5 minutes searching the level for a way to start the match untill I eventually lucked out and noticed the radio. You really need a HUD hint for the location of the radio as the highlight around it doesn't appear untill you get close and actually mouse over it.

Overall it's a great map with a really solid level of quality. Really looking forward to your campaign after seeing this!

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