View Full Version : zps_pizzeria
09-09-2006, 06:39 AM
Map takes place in a small part of a town, and there's a pizzeria in the middle of the map - hence the name. Ideas and crits are appreciated.
looking really good! I like how the indoor areas are shaping up but more detail is needed on the outdoor parts.
Like this pic, the building here is too plain and simple. Adding some pillars or maybe rounding the edges would make it more interesting.
Other then that it looks to be a great and fun map to play on. Keep it up!
09-09-2006, 08:44 AM
Yeah, I know that some parts of the map could need some details - and I'll work on that.
Seeing as the map is very finished, is there any chance of getting the ZPS team to playtest the map for me?
09-12-2006, 11:02 AM
It looks good, but is the two tables at the entrance on this picture supposed to be randomly placed there? http://img221.imageshack.us/img221/6...b150001cz3.jpg
It loos more like an barricade, and if so, then you should add some blood so that players understand why they left barricade. Or you can simply have some human spawns there.
09-12-2006, 10:23 PM
Looking Decent, the map however seems to be flat in a way. One could obviously tell that there were only a few textures in use on one building, making it look almost 2d. I'll share how I usualy do it.
Base = Concrete or Brick, Top Alligned and dirty near the bottum so you get a decent look. This would be the basement/base of the building. Usualy adding 1 or 2 windows will give it a good look.
First floor: Using Brick (usualy) I build part of the brick wall, then leave gaps where I plan to add windows, and apply that texture at the end making sure its scaled with the player model and has a decent size. Also leave indents for the doors. In many ocasions, buildings tend to have an indent or "patio." Stay away from cubes! And by this, I mean don't make the building perfectly square with an applied window texture. Its much better to cut the window part of one texture out and using it as a window on another texture. If you use the wall/window textures on walls where the player will be near or standing next to, it will look far too flat.
Optional: Second Floor: Do the same techinique you used for first floor, however place your windows in different places and maybe use some different sized/dimensions. Often, building have small apartments above buisnesses, or sometimes offices. If you want, you can use clear glass windows with a blind texture halfway down on one window, fully down on some, or completely open. Mix it up. Then, add models such as chairs, computer monitors, tables and pictures in places the player can see them. No reason going over board if the player can't see the area. This will just cause low FPS and consume too much time. Think about adding as much detail as you can without spoiling the maps gameplay or environment.
Optional: Third and Above: Often, I like to stick with buildings that do not go up too high, but if necisary, start to use textures that seem to fit, while still being careful with texture placemenet. Imho, these floors can use "flat" wall/window textures because the player will not be able to get close enough to the window to realise its just a a mere texture. However, I often like to go up to about the 4th floor, then start using "flat" textures because even seeing the roof is good enough.
Roof: Often with city maps, they have flat roofs. In order to acheive pefect roofs, you must know what your building is. For example, Warehouses often have slanted, red metalic roofs. For small buildings, they often have flat roofs with ventilation shafts and concrete on the top. Also remember to add any necisary pipes.
Sorry to blab on, but I just love making city maps :) Hope my info helped you.
09-12-2006, 10:24 PM
It's a good start, add more to the inside and it could be a pretty good map. I like the arches on the pillars in the room. The outside though needs some lighting and a skybox. keep at it.
09-21-2006, 03:21 PM
Yeah, maybe some more textures inside the pizzeria, like a arcade room or something, just to make the map seem more "real", I like the kitchen, nice job.
09-22-2006, 09:21 AM
Try adding some more wall/brick decals to the walls and floor to break up the "tiling" effect.
I think the restaruant needs some more tables and some clutter, or make the room slightly smaller, since it looks empty and not bothered with.
I'd say more about the brush work and texturing but i don't feel like typing much atm. Though one thing that may help your brush work is use some horizontal legdes, in conjunction with your vertical "pillar" like architexture. Such as across the sandstone detail above the brick on this texture on the left http://img482.imageshack.us/img482/6452/pizzeriab150004le8.jpg raise it from the wall by about 8 - 16 units, and maybe slant it. Work with the textures, they arn't just there to make walls.
09-22-2006, 09:54 AM
Thanks for all suggestions & comments, I'll try to spend some time on the map this weekend. Maybe I'll add some new screens tomorrow or Sunday.
09-22-2006, 11:16 AM
WOAH, that place looks almost the same as this place I went to while I was skiing in Italy. On the 2nd pic, thats where I sat....
Looks good, everything I was going to say was generaly covered everyone else, so I wont bother repeating it.
09-23-2006, 08:00 PM
Considering that the vehicles look like they've been trashed for years, it's very unlikely that there would be power for those streetlights.
Also, keep in mind that zombies don't do well in big open areas. Humans will stay ahead of the zombies and blow them away effortlessly. If your map is going to be mainly open, balance it out by having less items for the humans.
10-01-2006, 06:44 PM
This looks great, I hope It get included in the official release. For the sake of evrybody I hope anything above 6/10 gets included in the final release, so nobody has to download them.
And boy with a thing, stop it with the killjoy crap.
during a zombie plague there would probably be various riots throught the city, many cars would be destroyed so It could be that It really hasn't been that long
10-03-2006, 02:10 AM
Hypno Toad: That is not a fair statement. I am making a constructive observation. If a post is placed on the forums about a map W.I.P., I assume it is there to be critiqued. I do not expect anything less for the maps I'm working on.
10-03-2006, 07:14 AM
Just letting you all know that I'm still working on the map.
It seems I'm going to change something like 1/3rd of the map to make it a bit more fair to the zombies and just better looking all over. Might post something in the weekend.
10-11-2006, 03:47 AM
Sorry for the doublepost, but I figured I should bump this to show you the new screens.
I've added doubledoors for the pizzeria, and awnings over the kitchen windows.
You can now also enter a small place above the pizzeria.
01-20-2008, 05:13 PM
Did this map die? It looked pretty nice. Would love to add it to my server.
01-20-2008, 06:09 PM
Nothing like some Papa Zombinos pizza lol.
Looking awesome bro!
Digging the arches and other architecture inside the pizza shop. :P
Know of any good tutorials on proper arches and how to make them? That currently is my one area that needs heavy work on :P.
01-22-2008, 11:56 AM
thats a load of dome lights in that one picture. The park area looks pretty bland but everything else looks good, very good.
01-22-2008, 01:39 PM
Map is far from dead.
Actually, I've been working alot on this map recently, and it has changed quite a bit from those old screenshots I posted previously.
XeroChaos, try looking at www.interlopers.net
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