View Full Version : zp_(no official name yet)
12-13-2004, 05:55 PM
hey guys, my map is coming along nicely.
my first prison one is doing well, and ive just kind of stopped working on it for a while, i got board :P and so now, i have started zp_stalkyard, im not sure the name suits the map because its more like a harbor, or something like that.
iso far i have a functional crane, a nice looking warehouse, and a cool 3d background :)
i might convert the map to become a forest, because that would be a great zombie map lol
tell me what you guys think i should do with it because nothing should ever be based on one persons opinion, especially mine (lol)
il get some screenies as soon as i fix the lighting problem, there was a leak, but i dont know what caused it so everything was full bright.
actually im thinking maybe taking out all the water and stuff and replace it with like a forest, and it could be a lumber plant
the map could be called zp_forest or zp_lumbermill
tell me what you guys think :P
12-13-2004, 06:10 PM
tell me what you guys think
I think you need to quit giving up and finish what you have started before you make a new map, or at least anounce one. This is what, number 5 for you?
12-13-2004, 08:18 PM
Dude, if you need help with something or get stuck with an idea there are a bunch of mappers on this forum willing to help, Caboose is right with what he said.
My own project "zp_oldtown" map had a terrable problem with chracter size ratio, but I rebuilt the map in four days. Don't give up on your ideas.
If you run into any problems or just need help you can Email me, or post that sucker up for the community to tackel!
12-14-2004, 12:47 PM
alright here is a screen of the inside of the , i forget what this things are called, anyways its kind of like a warehouse :blink:
and i never gave up on my other map, im just board of it, so im making this one will i think of some cool stuff to put in the prison one. i need a break from it :wacko:
if anyone wants to work on it and fix some of the doors, id be more then happy to send you the .vmf file lol
12-14-2004, 01:43 PM
Yeah I can understand if you get board with a project your working on you'll not want to continue it.
"Kind of like a warehouse" is not a good place to start, you need to set a design goal for yourself on what you want to achieve with that product. The name means everything.
Is it shipping/recieving, abandoned, still working, or something more sinister going on below the warehouse? Is there going to be an outside to this level or is it all inside?
The number one way to start anything in Level Design is preplan a few things on graph paper or just sketch it out on a blank sheet, then let the rest build itself.
1) Write a statement: An abandoned warehouse with a sinister science lab where dead bodies are animated.
2) Layout Work: Write down the types of things you want to see in your level and erase the ones that don't apply to it. This also involves sketching out rooms as simple as boxes with notes attached detailing what you'll want to make room for. This process can also be as complex as you want to make it.
3) Building Blocks: Start building in the editor all of the simplest of geometry then go back and start building on that to add more the the rooms you have made.
4) Texture: Start looking at your textures and find the set that works best with what you want to fit your genre, orginally you want to do this in step 2. Start applying those textures here.
5) Detail: Starting fine tuneing your level room by room, fine tuneing can be 2-4 days per room so take your time and playtest the hell out of it, make sure its fun on some level. This also includes entity placement.
Personal Note: If you make a level that gives its players light imbued seizures you have failed.
This is my system of level design, and what I have been working with for 4 out of ten years of my design carrier.
12-14-2004, 05:47 PM
actually i have made some sketches and graphs of the map, but im changing things every day,
oh im also having a bit of trouble with leaks... my whole map is sealed of from the outside with skybox, so im not sure what causes it... any suggestions? il have a new screen in about 30 minutes :D
(P.S. you really didnt need to right that much fatspider :P you make me so jealous ^_^ )
12-14-2004, 05:53 PM
I write because I care, I also wrote it for anyone else it might help.
Email me your .vmf file and I'll see if I can find the leak for you. :P
12-17-2004, 07:04 PM
alright, il send you the new part if you would like to see it,
ive removed the sky box, that might have been the problem... and just replaced it with a new one (it will fill up soon)
im thinking of naming this map zp_forest, what do you think? ive made a neat little house, and a bunch of tree. i would like to know how i can make a dirt path, any sugestions?
the forest is going to be all about death, on one oak tree, im going to have dead people hanging (:D) and there is going to be a little shack, filled with blood and i will put in a basement :D lol if you see where im going. it will be like some petifiles house, but there are no models of children, i would like to have some dead child corpses liying around though out the map lol. i might insert a graveyard, where the zombies will spawn. :)
im going to compile my map, il have some screens in a little while
12-18-2004, 02:38 AM
Originally posted by copper monk@Dec 18 2004, 05:04 AM
im thinking of naming this map zp_forest, what do you think? ive made a neat little house, and a bunch of tree. i would like to know how i can make a dirt path, any sugestions? Quoted post
I'd use Displacement Mapping, to make it look bumpy, then select a blend texture to paint the road. It's all covered in the Source SDK, if you need more information.
12-18-2004, 09:21 AM
cool il check it out :D
the compilling takes forever, like 4 hours, something isnt quiet right... and if im going to wait that long, i might as well at a bunch more stuff first :D
oh do you know how to make lamps swing? with the light, to make an eiery environement.
Aslo i want to have some bodys hanging from trees, any one know how to do that?
MY DOORS WORK!!!!
il keep you guys up to date
12-18-2004, 06:26 PM
Monk, compiling takes a really long time, and I think it takes 3 times longer on Source.
12-18-2004, 09:25 PM
Well its takes a long time if you do lighted compiles. If your still in the dev stage, or just not working with lights turn VRAD off and VIS to Fast, the compile should be like one min tops.
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