View Full Version : Zp Community Map Project!
Wilko
08-20-2004, 09:47 PM
Hey guys, I thought this would be a good idea to create a good map with everyones input. If your a mapper feel free to download and fiddle around then post a newer version =0)
BTW i know the screenshot sucks (really bad, makes it look like a room full of boxes, but im lazy so I didnt take a better one ;) ), doesnt represent the levels quality at all, but yeah... oh well :P
EDIT: jeeze im bad at taking screen shots, there are 3 doors into that room but you can only see the corner of one of em :P
http://hl2holdout.marineeater.co.uk/level1.jpg
and you can download the RMF file here:
The Labs RMF (http://hl2holdout.marineeater.co.uk/thelabs.rmf)
(if any problems, try save link as)
Trust me the level is ALOT better than it looks. If there is something that looks strange in it, its probably something I was going to worry about later till I came up with this idea :D
If you need a place to host, I can provide it for you, because it's on marine eaters server :P
Have fun and please participate, especially if you have nothing better to do =0)
By the way, please don't flame, alot of people hate this kinda stuff, but its only works if everyone that can puts effort in :D
OHH yeah and the map is already got a lot to it, I started with the tiny outdoor portion which someone could add on to if they like, if they just threw some player starts in and a few design improvments, this map would be fully playable.
Twilight
08-20-2004, 10:40 PM
Very interesting idea, Wilko, and the maps looks promising so far. I'd really like to see people contribute to this map, since I know we have a lot of talented people hanging around the forums...
Twilight
Wilko
08-20-2004, 10:55 PM
heh thanks, I've added abit onto the map and i'll put a newer version up soon =0) (looks much better)
OHH yeah if anyone has any ideas or requests for this map, just list away!
Maveric
08-21-2004, 12:40 AM
excellent idea.
however, one major problem:
we need rules.
what compile parameters?
with what tools?
what's the value of light x?
light y?
You should include all these, and the lights.rad file that the map is compiled with, otherwise you may get a drastically different lighting scheme between additions, and that is not good... :(
Wilko
08-21-2004, 01:14 AM
hmmmmm... lets see.... I used the default zoners settings so whatever those are? =0P Im uploading a new better version of the map now anyways, so I hope no ones started yet! :o
I did a very basic compile, just used zoners, on a freshly installed worldcraft, no parameters =0P
I'm not EXACTLY clear on what you mean, but yeah if someone explains it throughly I'm sure I could do it :D
I posted a new version of the map: (added some cool floor stuff, and a hallway to lead to whatever the next guy will make.)
Get it here:
The Labs V1.1 RMF (http://hl2holdout.marineeater.co.uk/thelabs.rmf)
The older first post version will download the new one too, so no worries.
Also, per Maveric's request I'm posting the lights.rad file as well... im not sure exactly what its for, but this is my first attempt at HL mapping in years =0)
get lights.rad too:
lights.rad (http://hl2holdout.marineeater.co.uk/lights.rad)
The values in that file were as follows:
+0~WHITE 255 255 255 100
Donno if that helps... lol
Thanks maveric for teh advice! map props given.=0)
BTW my thoughts for the map... I dunno if there good cause I havnt played it (im supposed to be a playtester now but everyone on IRC seems to have gone to sleep or something :P ) Anywhos!!
1. The bridge pit: It should go quite a long ways in total darkness, to a lit up room (not too bright, just ZP bright ;) ) and have a rocket launcher (or a weapon of equally distructive capability... Zombies should spawn close to here, so chances are if he grabs it he'll get stepped on real quick, unless hes lucky and there are no zombies there, he has covering fire, or he runs like a sissy the hell outta there after he grabs it and dodges the zombies =0)
2. Uhhhh yeah I thought there were more but #1 is all I can think of =0D
3. Oooh ooh, if anyone thinks the level is too small, add onto it!! Don't be afraid. If I dont like your changes I'll delete them and flame you into submission. lol jk :D Its not my map, ITS OUR MAP!! by wilko of course. heh.. just kidding again :P
Here's a V1.1 screenie:
http://hl2holdout.marineeater.co.uk/level2.jpg
Happy fraggin' ::zombie::
Jezpuh
08-21-2004, 04:44 AM
I'd say no.. just let everyone make their own map.
Twilight
08-21-2004, 06:35 AM
Well, most people do, but this gives anyone who is a novice at mapping, or who just can't commit the time to making a full map a chance to help out.
Twilight
brute_force
08-21-2004, 06:41 AM
Hmm, I was working on a room earlier today - I have no plans to make a map of it, I was just messing around. Then I saw this thread. As soon as I finish this area/room I could add it, if you want. :)
Osama Bong Loaden
08-21-2004, 07:58 AM
I am about to release a new version with an added room, feel free to change any textures you like.
it is kinda crapily textured anyway.
Osama Bong Loaden
08-21-2004, 08:03 AM
ok here is the new rmf
http://jeffsondag.no-ip.org/thelabs.zip
Caboose
08-21-2004, 08:42 AM
Good idea. I like the idea of a community map as it gives mappers the ability to do what they specialize in. As some people are better at creating layouts, and some are good at making things look pretty. As long as this does what it is supposed to do, I support it.
But rmf... bah.
dubbilex
08-21-2004, 08:57 AM
Originally posted by Caboose@Aug 21 2004, 04:42 PM
Good idea. I like the idea of a community map as it gives mappers the ability to do what they specialize in. As some people are better at creating layouts, and some are good at making things look pretty. As long as this does what it is supposed to do, I support it.
But rmf... bah.
Use hammer and cut your hair, ya ~~~~ hippie. :lol:
Wilko
08-21-2004, 11:25 AM
K ive changed a bunch of stuff and its ready to be shipped off to the next person. If you see any corners that intersect imprperly or go into eachother, walls that go into eachother kinda thing ETC please fix them, we want a clean map :D
NEW GUIDELINES:
1. NO CARVE
2. Try not to have 2 or more people making changes during the same time.
3. Also please re-label the version to reflect changes :)
Here you can nab version 2:
The Labs RMFv2 (http://hl2holdout.marineeater.co.uk/thelabsv2.rmf)
Please, when you download it and are working on it, post on this board your working on it (and announce the time that you will upload for someone else to edit it) so we can take turns, so we dont have 2 people making changes at the same time =0) I think it'll be easier that way.
remember: ANNOUNCE YOUR WORKING ON IT!! :D
brute_force
08-21-2004, 12:05 PM
Here's that room I talked about - added and now it's v3.
http://bruteforce.shatteredminds.net/thelabsv3.rmf
Wilko
08-21-2004, 12:28 PM
K I fixed up some stuff changed the corridor with the bridge....
Heres a screen of some amazing architecture by Brute_Force
http://hl2holdout.marineeater.co.uk/level3.jpg
You can download the newest version of the map here:
The Labs RMFv4 (http://hl2holdout.marineeater.co.uk/thelabsv4.rmf)
Wilko
08-21-2004, 04:39 PM
I'm renting it out for awhile, so don't edit till I put it back ;) Its pretty close to being complete so it maynot be back for edits =0)
Wilko
08-21-2004, 05:27 PM
Couple more people wanna add to it so heres the latest version:
The Labs V5 (http://hl2holdout.marineeater.co.uk/thelabsv5.rmf)
Jezpuh
08-21-2004, 05:27 PM
-edit- Go ahead, I'm going to sleep first
Wilko
08-21-2004, 05:34 PM
K i'll finish off a few rooms, just DL ver 6 when its up :D
Wilko
08-21-2004, 06:25 PM
Heres ver 6 for jezpuh:
The Labs V6 (http://hl2holdout.marineeater.co.uk/thelabsv6.rmf)
eediot
08-21-2004, 06:33 PM
can we have some screenshots please? :)
WatchMaker
08-21-2004, 06:43 PM
**EDIT** never mind some **** error :(
I made a few minor changes one the walkway area, nothing huge, however, it is too large to attach, and I don't have a place to host it, so nevermind, heh.
gl with the map.
Wilko
08-21-2004, 07:54 PM
just post a screenie of what u changed, or I can host the file for ya, etc etc if you describe it i can change it for ya :D
Heres V6 again for jezpuh to edit:
The Labs V6 (http://hl2holdout.marineeater.co.uk/thelabsv6.rmf)
Ill go get some screenies...
http://hl2holdout.marineeater.co.uk/level6.jpg
http://hl2holdout.marineeater.co.uk/level7.jpg
http://hl2holdout.marineeater.co.uk/level8.jpg
http://hl2holdout.marineeater.co.uk/level9.jpg
http://hl2holdout.marineeater.co.uk/level10.jpg
Caboose
08-21-2004, 08:17 PM
I don't want to sound rude, but can't you find a better space filler than crates? I just have a thing with crates...
NEO_Phyte
08-21-2004, 08:18 PM
for the sake of all that is good and holy, i am converting the lights to texture lights
(update soon)
Wilko
08-21-2004, 08:36 PM
Originally posted by caboose
I don't want to sound rude, but can't you find a better space filler than crates? I just have a thing with crates...
Well, I like crates for this mod cause u can move around and make blockades and crap
plus there easily destroyable (the ones i threw in)...so yeah if anyone doesnt like em they can just take em out :D
of course, ill look for something better ;)
NEO_Phyte
08-21-2004, 09:43 PM
v7 sent to Wilko
(it was too big for my filehost)
Wilko
08-21-2004, 10:49 PM
Thanks to neo phyte for all his l337 map knowledge, advice and help. Wait till you see the newset version, I totally pimped the bridge, you'll all love it im sure, it gets a BIT high r_speeds (can be up to 1000 if you look in JUST the right spot) but its not an area your likely to stay in for long so its worth the trade off =0) you'll see ill post pics soon!
Wilko
08-22-2004, 12:24 AM
I made a boo-boo and have made some kind of evil unfindable leak, using the pointfile and my eyes anyways, I'll have to get V7 from neophyte again and just redo it (wont take very long ;) )
WatchMaker
08-22-2004, 05:45 AM
Then im ganna edit v7! no1 go ahead !!! wilko send it to me or upload here :)
this is what i wanna do :)
http://img18.exs.cx/img18/8537/ts_lab0001.jpg
http://img18.exs.cx/img18/7966/ts_lab0002.jpg
http://img18.exs.cx/img18/2912/ts_lab0003.jpg
NEO_Phyte
08-22-2004, 07:46 AM
umm, im not sure how high the r_speeds are going in that area, but you may want to make the breaking more jagged and cool looking
WatchMaker
08-22-2004, 08:52 AM
yea I know but thats v6 ill just wait till i can get a current version to edit then it will be better :P
Wilko
08-22-2004, 11:15 AM
lol bad news, I changed the bridge out for a way cooler one (or is it good news?), and its gonna be a lot harder to make it broken looking, however you can do it if you wanna try, as long as you dont use CARVE :S NO CARVE!! :P
Wilko
08-22-2004, 01:00 PM
Alright, were back on track, heres the newest version:
thelabsv8.rmf (http://hl2holdout.marineeater.co.uk/thelabsv8.rmf)
heres a screenie of the bridge I added too...
http://hl2holdout.marineeater.co.uk/level11.jpg
WatchMaker
08-22-2004, 01:04 PM
THIS VERSION IS MINE!
here wilko.
Wilko
08-22-2004, 02:17 PM
K lemme make sure he didnt do anythign wrong, i'll post back up here in a bit :D heheh carver boy.
After testing: Your map isnt compressed right or something, or its not a proper RMF it didnt have .rmf on the end in the .rar anyways :P ::zombie::
NEO_Phyte
08-22-2004, 03:05 PM
Originally posted by Wilko@Aug 22 2004, 10:17 PM
K lemme make sure he didnt do anythign wrong, i'll post back up here in a bit :D heheh carver boy.
After testing: Your map isnt compressed right or something, or its not a proper RMF it didnt have .rmf on the end in the .rar anyways :P ::zombie::
its in .map format ;)
Wilko
08-22-2004, 03:12 PM
yeah I coulda guessed that but he used carve so I didnt want it to work anyways :P lol, j/k...
Heres Version 9, Zerofate aka Ted, you can re edit it if you DON'T use CARVE!!! :P
The labs version 9.rmf (http://hl2holdout.marineeater.co.uk/thelabsv9.rmf)
and heres a samples of music I'm making possibly for the map:
Weepingkeys.mp3 (http://hl2holdout.marineeater.co.uk/weepingkeys.mp3)
Deathabell.mp3 (http://hl2holdout.marineeater.co.uk/deathabellv3.mp3)
Tell me which one you guys like =0) I used kinda the same sound effects for both of em :)
WatchMaker
08-22-2004, 03:43 PM
FINE here...
Wilko
08-22-2004, 07:55 PM
*sigh* this one gives me an out of memory error and crashes worldcraft!? :huh:
btw I started a new version again :P the map must be developed at all costs! :D
Wilko
08-23-2004, 01:07 AM
K k, heres the latest version is here:
The labsv 11.rmf (http://hl2holdout.marineeater.co.uk/thelabsv11.rmf)
I called it V11 cause I fixed up a few rooms, and added NOT 1 BUT 2 new hallways :)
They still need detailing and stuff...
Uhhh sorry ted lol :P maybe you can carve out some vents? That wouldnt cause too much damage heheh, please talk to me on MSN or IRC before you do it though, theres certain locations that would be good to have the vents, so we will discuss! :D
So this version is up for grabs, its getting near completion:
Heres on the to do list:
Add more guns in good...gun... spots :)
AMBIENT NOISE, there is none so far lol
Player starts... ( i'll handle that if someone tells me which whats spawn what team ;))
Detailing
and then: THE FIRST TEST OF THE MAP ON A SERVER! *dun dun dun* now c'mon guys lets MOVE IT! I wanna have this map playable in not one, not two, but three days! Now go go go we got zombos to frag!
::zombie::
WatchMaker
08-23-2004, 03:26 PM
We are not amused.
Wilko
08-23-2004, 03:28 PM
PLEASE READ:
V11 does not work. Sorry, im fixing this and will release it as v12, it was a weird sky glitch.
Zerofate please... you got a beef, take it out with me on ZP ;) in the mean time u could carve out those vents though...
WatchMaker
08-23-2004, 03:37 PM
Still... not amused >:(
Wilko
08-23-2004, 07:42 PM
heheh zerofate your a funny guy :D
Anywhos, the map is Complete, and fully playable.
All it needs is polishing, I'm hopeing NeoPhyte will do that, cause hes super awesome at it...
A great big thanks to everyone that contributed heres the ones I can think of:
Osama
Brute_Force
NeoPhyte
ZeroFate (He tried so hard! aNd got so FARRR but in the ENDD it DOESNT EVEN MATTERRR!! :P )
Bunch of other people even though they didnt work on the map, they supported the idea,
If I forgot to name you, and you worked on the map just tell me...
BIG THANKS YA'LL!! And umm yeah you'll probably be able to test the level on next weeks playtest, if the guys that run it permit :lol:
THATS ALL FOLKS (till we find if theres any glitches n stuff...)!! I'll post a download of the first realesed version after all the polishing is complete.
Oh yeah you probably want screen shots of the changes?? AND THE NEWLY ADDED ROOF?? Too bad! Wait for the PT next week! anticipation adds to the glory of the map :D
Lone-Wolf
08-23-2004, 07:46 PM
I'm ready to see this map in action...
Wilko
08-23-2004, 08:55 PM
Alas, do you think this maps ready to see YOU in action? Thats a risk im not willing to take... till PT day =0)
Wilko
08-23-2004, 11:06 PM
i'm uploading a playable version to a server soon, its not polished (no ambience or anything real spooky) but it should be fun!
Why you ask?
Mainly a bug hunt so we can have a nice compile for the playtests ;)
Have fun! and report any bugs you find here please :D
its apropriatly titled "thelabsbughunt" so you'll have to rcon that.
OOOOPSIES:
Cant get the file on a server yet :S I'll provide a download for the map in the playtesting section soon...
Wilko
09-09-2004, 07:57 PM
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
PROJECT RESUMED Sept 9 2004
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Okie doke, Cloist (a new PT, congrats!) Wants to do some editing, so heres the DL for him.... him = cloist. zerofate, touch = die ;)
Labs Version 11 D (http://hl2holdout.marineeater.co.uk/thelabsv11d.rmf)
Cloist
09-10-2004, 09:59 AM
Right got it but i wont be able to do anywork until saturday afternoon.
Could people please post what they would like to see in this map and some anti camping ideas for the ledge on the bridge.
I was thinking of a few more vents and il add a little lighting.
lyndak
09-10-2004, 10:07 AM
Make the angle of the arch steeper so you aren't able to climb it, failing that, put a clip brush there.
Wilko
09-10-2004, 01:44 PM
Freeman wanted some kind of leaking radiation pipe over it, which sounds cool to me :D No more campin. Yes, a few vents would be great, and maybe another couple areas if your up to it, it will feel like a small map, after the camping issues have been eliminated... :D
SuperNubb
09-10-2004, 03:30 PM
:( It isn't gonna be fun anymore without the camping.
Wilko
09-10-2004, 05:44 PM
Not for you. All your good at is the art of camping ;)
SuperNubb
09-10-2004, 05:45 PM
Originally posted by Wilko@Sep 10 2004, 06:44 PM
Not for you. All your good at is the art of camping ;)
Not true at all! I can do pretty well running around, but I just like camping while zombie after zombie comes at me. I find that fun. :P
Wilko
09-10-2004, 10:47 PM
I see. Theres a mod in development for that. Its called my mod (http://hl2holdout.marineeater.co.uk). ;) However, this is ZP, not my mod, so enough with the box camping, regular style camping, door holding, and other level exploits :)
Cloist
09-10-2004, 11:49 PM
Done a little on the room outside Gen Room.
http://erinmore.users.btopenworld.com/thelabsv11d0000.jpg
:D
Update
*Changed vent covers and added a ladder to survivor spawn.Also added an extra way out of survivor spawn.
*Changed floor depth in room outside gen.
*Replaced Gen Room Door with a sliding one.
*Removed crate (you know which one) where noone can get you.
*Added clip brush on bridge so you cant get to major camping spot, although i might put leaking pipes in.
Daza400
09-11-2004, 04:51 AM
Looking sweet.
WatchMaker
09-11-2004, 07:43 AM
My idea is a simple fix for the camping spot..
1: you could just make the ledge less wide.
2: you could have a tiny little platform right b4 the bridge started.
Wilko
09-11-2004, 11:05 AM
nice work cloist. Makes me wonder why I didnt think of doing that :D A retractable bridge would be SWEET ;)
lyndak
09-11-2004, 02:32 PM
Maybe because Cloist has skill *cough*
Cloist
09-11-2004, 05:34 PM
More screenies.
http://erinmore.users.btopenworld.com/thelabsv11e0000.jpg
http://erinmore.users.btopenworld.com/thelabsv11e0001.jpg
http://erinmore.users.btopenworld.com/thelabsv11e0002.jpg
Thanks to Teh Lyndak for screenies and help with bridge.
Wilko
09-11-2004, 05:37 PM
Originally posted by lyndak@Sep 11 2004, 10:32 PM
Maybe because Cloist has skill *cough*
where are your mapping at? :)
lyndak
09-11-2004, 05:41 PM
Several places, none of which I have patience to link you to.
Wilko
09-11-2004, 06:34 PM
Nice cover-up ;)
It's not a cover-up. He's a remarkable mapper.
Isamil
09-12-2004, 05:21 AM
I'd like to try out editing the map once cloist is done.
WatchMaker
09-12-2004, 05:47 AM
everyone hates pooooor wilko :) Nide changes btw
Twilight
09-12-2004, 06:59 AM
Have you thought about making a ZP map, Lyndak? We're always interested in new ideas in the mapping arena (Not to mention good maps).
Thanks,
Twilight
WatchMaker
09-13-2004, 07:47 PM
Cloist.. make a hole from where the Satchel on the walk-way is thru the wall to the camping ledge. and boom.
Wilko
09-13-2004, 07:47 PM
Originally posted by zerofate
everyone hates pooooor wilko
Thats where I get my drive from. :)
Cloist
09-14-2004, 03:08 AM
Update
*Iv moved the 357 off the top of the bridge and made the top of the bridge inaccessible.
*Also the lights in the crate room that you could jump on and camp are now func_illusionarys.
http://erinmore.users.btopenworld.com/bridge.jpg
http://erinmore.users.btopenworld.com/gendoor.jpg
http://erinmore.users.btopenworld.com/ilusion.jpg
Cloist
09-14-2004, 11:34 AM
Right here it is all latest build of the labs, only a few visual changes and mostly anti camping changes. Iv heard more people want to add so heres the zip with bsp and rmf.
Enjoy ;)
zp_thelabsv11e (http://erinmore.users.btopenworld.com/zp_thelabsv11e.zip)
lyndak
09-14-2004, 12:06 PM
Twilight: Yes, I'm working on one m8.
Yeah, nice work teh cloisty, no doubt it'll be Wilkoed, though.
SuperNubb
09-14-2004, 01:27 PM
Good job Cloist.
Caboose
09-14-2004, 04:47 PM
Someone make that .map format... I don't want to have to be forced to re-innstall VHE...
NEO_Phyte
09-14-2004, 07:17 PM
Originally posted by Caboose@Sep 15 2004, 12:47 AM
Someone make that .map format... I don't want to have to be forced to re-innstall VHE...
grab your balls and grit your teeth
Wilko
09-16-2004, 03:34 PM
Nice work cloist, i'm desregarding all of Lyndak's personal attacks :P
WatchMaker
09-16-2004, 06:16 PM
PLEASE!! LEAVE THE CAMP LEDGE!! just make a hole from the walkway satchel to the camp ledge!1 it would be nice.
Mantrid
09-16-2004, 07:50 PM
YEAH! BECAUSE THE CAMP LEDGE IS SO MUCH FUN!!1
Get rid of it. Take it away. Burn it. Stomp on the ashes. Thank you.
WatchMaker
09-17-2004, 04:18 PM
My way fixes it. adds more.. and keeps more. and gives a new passage.. :)
Wilko
09-17-2004, 10:07 PM
I have no oppinion on the subject. It would help if everyone gave honest gameplay oppinons, it is so confusing with 50% of the people said keep the camping ledge, and 50% said it should be DESTROYED! :P Make up your minds...
or have a vote or something.
Jezpuh
09-18-2004, 01:04 PM
I'll be working on it now, k?
Wilko
09-18-2004, 01:30 PM
yep! thats fine just post the RMF up here when your done, I have some stuff to add... and please dont ever use carve :P its brutal to fix.
Jezpuh
09-18-2004, 01:40 PM
I never use carve :D
http://jezpuh.shatteredminds.net/zp_thelabsv12.zip
Wilko
09-18-2004, 01:43 PM
alright i'll take it for awhile from here :D
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