View Full Version : Zp_cadaver
Mantrid
07-15-2004, 03:16 PM
Its in its early stages, so there isn't much to show.
Its a city-scape (surprise surprise), but unlike the kick-in-the-pants that is zp_urban, its a lot smaller, the streets are more narrow, and it should be quite a bit darker.
The green is an info_player_team1:
http://www.jrue.com/albums/userpics/10315/zp_cadaver%20overview.jpg
Edit: The map is released! Get it here! (http://www.msnusers.com/MyJunk/Documents/zp_cadaver_b1.zip)
Unzip it to your Half-Life directory.
Edit 2: You need this wad: http://www.msnusers.com/MyJunk/Documents/cars%20wad.zip
You also need the dod_avalanche.wad, which you can extract with GFCScape.
Vahn_Paktu
07-15-2004, 04:01 PM
Long streets on the side are bad. You could have them weave around buildings.
And a tut for better looking buildings. (http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=96)
Mantrid
07-16-2004, 03:32 PM
Re-compiling now, should be able to release in a few hours.
For now, screenies!
Booby trap:
http://www.jrue.com/albums/userpics/10315/cadaver5.jpg
The only med-pack:
http://www.jrue.com/albums/userpics/10315/cadaver4.jpg
Zombies come out here:
http://www.jrue.com/albums/userpics/10315/cadaver2.jpg
Some trees:
http://www.jrue.com/albums/userpics/10315/cadaver1.jpg
The city should be daker in general.
Else, looking good !
NEO_Phyte
07-17-2004, 07:04 PM
what are the r_speeds??
if w_poly goes past 1000, you prolly need to fix it *cough*zp_urban*cough*
Caboose
07-17-2004, 11:20 PM
Urgh... those outer buildings/walls look horendous. way too repeditive.
Jezpuh
07-18-2004, 07:48 AM
Ffs.. way too much trouble to get a map working. Firstly, the .zip is borked. Secondly, do a wadinclude next compile.
Its hideous.. and.. broken. and ugly.
Seriously, STOP USING DOD TEXTURES. Textures ment for urban areas in the 40s do not translate very well to urban areas in modern day settings.
Don't use prefab cars. they are broken. Really, really broken.
Or, if you happen to have made the cars yourself.. Uh.. ~~~~. Go find some prefabs I guess. As it is the cars are too small. You couldn't fit a person in those. I mean, you crouch and you are about the size of them. kinda.. puny.
Get rid of some streets and add some more back alleyways in their place. Streets are just too wide for ZP.. and the current streets you have are too narrow to be streets anyways.
The gray sky lighting is kinda hard on the eyes. Dull lighting like that is just not right. Eyes don't like it. Needs more contrast. I'd suggest putting the enviroment light really low and adding bright streetlights.
The zombie spawn is a bit confusing considering the lack of light in it makes it hard for zombies. I found myself spending too much time just trying to exit the ~~~~ thing as a zombie.
eediot
07-18-2004, 09:08 PM
It looks good. It does have problems, though.
People here are criticising a lot... but that is to help you. So while it does sound like everybody is out to get you, take heed of their suggestions, and fix it.. With those things done better, it could be a very good map :) Keep at it.
Mantrid
07-18-2004, 09:44 PM
Criticism is good. I like criticism. What I don't like are attitudes like this that are deliberetly insulting: Its hideous.. and.. broken. and ugly.
And yes, I know things are broken, but Twilight said to just send a working copy.
BobTheJanitor
07-19-2004, 09:36 PM
Mapping criticism is usually along those lines, from what I've seen. There's no middle ground with maps, it's always the most beautiful sexy map ever made, or it's utter crap. I don't know why this is the case, but it always is.
Twilight
07-20-2004, 12:09 PM
Yes, I did say to send a working copy of the map. Criticism is ok, but try to keep it constructive and polite, please.
We are primarily concerned with the playability of the map first and the looks second. I would rather someone spent a fair amount of time on a map so that it played well, even if it was ugly, than have someone put all of their time into making it look great, but not play very well.
Quad17 is a great example, as I've said before. There are probably only 6 or so textures used in the entire map, and not very well, either. However, it plays pretty well, and I can always visually spiff it up later. I spent most of my time getting the layout balanced and working well so we could playtest on it. There's no need to spent hours aligning textures on a room that hasn't been tested yet, when you very well might end up ripping it all out anyway. It's actually a similar concept to how this mod has been created. We focus on the gameplay first, and *then* worry about models, animations, etc...
Some people just *have* to have it look perfect before anything else, but if you can help yourself, try to focus on layout and playability first, and worry about the aesthetics later.
Twilight
Mantrid
07-21-2004, 07:12 PM
A new version has been released: zp_cadaver_b2
Changes:
Changed position of some cars.
Retextured all of the buildings.
Brightened zombie spawn.
Darkened the map overall.
Isamil
07-24-2004, 04:55 PM
Its my favorite map.
Needs less cars though.
Jezpuh
07-25-2004, 03:52 AM
I actually quite like it. But it does need retexturing.
Isamil
07-26-2004, 08:08 AM
The survivors can teamwork hax and stack themselves to get to a normally unreachable building. The zombies can stax up there themselves, don't worry.
dubbilex
07-26-2004, 05:56 PM
Originally posted by Isamil@Jul 26 2004, 04:08 PM
The survivors can teamwork hax and stack themselves to get to a normally unreachable building. The zombies can stax up there themselves, don't worry.
Not if there's only one zombie, they can't :(
Marine Eater
07-26-2004, 11:24 PM
Solution:
Give Zombies no-clip.
Enclave
07-27-2004, 01:09 AM
Alternative solution: if player=z0mb0 then sv_stepsize "999999"
I win.
Marine Eater
07-27-2004, 02:59 AM
Noclip would be more fun ><.
Caboose
07-27-2004, 12:35 PM
I could even see that too...
Zombies can walk through walls at the cost of HP or somthing. But only certain walls... yea...
Isamil
07-28-2004, 12:32 PM
Originally posted by dubbilex+Jul 27 2004, 01:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (dubbilex @ Jul 27 2004, 01:56 AM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Isamil@Jul 26 2004, 04:08 PM
The survivors can teamwork hax and stack themselves to get to a normally unreachable building. The zombies can stax up there themselves, don't worry.
Not if there's only one zombie, they can't :( [/b][/quote]
Doesn't matter.
Its not posible for all the survivors to be on the roof, 2 of them need to be boosters.
Maveric
07-28-2004, 12:56 PM
Isamil is right.
There will always be two survivor boosters that you can kill and get them to get eachother onto the roof.
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