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View Full Version : zp_port: Zombies in port town!


FatSpider
09-13-2005, 02:10 PM
http://xs46.xs.to/pics/05373/zp_portOvershot.jpg

DarkShadow
09-13-2005, 03:19 PM
Did you make the houses? It looks really good.

Keep us updated please.

FatSpider
09-13-2005, 06:30 PM
Yeah its all brush work. I figured out a few more tricks to get the frame rates up so this sucker will be hella detailed when I'm good and done with it. I should have another pictuer up by Thursday.

hi
09-13-2005, 06:43 PM
Fog is terribly off-color, but other than that it's looking pretty good, I think you should post a few more angles of the whole town.

SuperNubb
09-13-2005, 08:41 PM
Definately looking good so far. <3 the houses.

Yokai
09-13-2005, 09:43 PM
Fog looks good for a place with alot of water at night, imho. But, the roofs need some serious touches to them, they looks sort of weird in my opinions. Though maybe im just a crazy person ><

OkeiDo
09-14-2005, 06:34 AM
I think it looks really nice, i wanna see more =D

FatSpider
09-14-2005, 12:11 PM
Well that fog and skyline are both a direct copy from the HL2 single player campaign at the nova prospect beach head. So, if you knock on me you knock on Valve. I didn't bother changing it because I didn't know how I wanted it to look yet. I might screw around with the lighingt and fog later. I'll have more shots tomarrow.

hi
09-14-2005, 01:40 PM
Usually fog should match the sky color almost exactly (or at least in my opinion.)

TheBoyWithTheThing
09-14-2005, 02:54 PM
Nice and clean-looking. The buildings look very pristine. Do you have a theme in mind? Will the infestation just be starting or has the place been trashed for awhile? I remember someone was working on a map where they wanted the zombies to spawn underwater and stumble onto the shore. That would work perfectly here.

Yokai
09-14-2005, 06:07 PM
Originally posted by TheBoyWithTheThing@Sep 14 2005, 02:54 PM
Nice and clean-looking. The buildings look very pristine. Do you have a theme in mind? Will the infestation just be starting or has the place been trashed for awhile? I remember someone was working on a map where they wanted the zombies to spawn underwater and stumble onto the shore. That would work perfectly here.
Quoted post



why would zombos be underwater? lol i guess it makes sense if your that sort of killer. But they would have cement shoes and all. ><

In the roof or a very small part of the building would be a nice place to put it :)

also: just realized, are you using cheap water texture?

Hastings
09-14-2005, 06:52 PM
Zombies could be underwater for any number of reason. One that comes to mind would be an infestation on a ship, that then sinks. The zombies would be doomed to a watery abyss unless they find a shoreline and walk on up.

FatSpider
09-15-2005, 03:06 AM
The zombies to spawn under water was MY old map zp_oldtown I believe. Which this one new one is based on. The map will have a theme: ghost ship, simple enough?

I'm not sure what is ment by "cheep water texutre" I'm only using what came with hl2's sdk map files to learn from.

I'll try to explore the roof complaint some more and see what I come up with.

The fog will be changed due to popular complaint.

Knights
09-15-2005, 06:43 AM
Originally posted by hi!@Sep 13 2005, 06:43 PM
Fog is terribly off-color, but other than that it's looking pretty good, I think you should post a few more angles of the whole town.
Quoted post


Welcome back to the party FAtSpIder... The map looks good but the fog in hl2 just plain suxs, Its not your fault like u said but it'll also give off a weird glow on the water aswell. Make trails on the displacements to each building or sidewalks.. Maybe have an underground lair.. :) Hope this map will work out better for u.. zp_town I suppose never got done.. :( Keep the screenies coming..

FatSpider
09-15-2005, 07:47 AM
zp_town was scrapped because players could easly hold up in specific area's and the zombies wouldn't have a chance to get near them. zp_port is almost the same as zp_town, so I would almost go as far as to say they are the same map, a lot of elements I used in zp_town are being used here to go into this map.

I'll have that screenshot posted up later tonight. I wanna get a few more street elements in before I start takeing level shots.

Yokai
09-15-2005, 04:11 PM
Originally posted by FatSpider@Sep 15 2005, 03:06 AM


I'm not sure what is ment by "cheep water texutre" Quoted post



aye, sorry, ill be more clear. Cheap water is used for more of the skybox because it takes less rendering. It will have the work Cheap in the texture. Make sure you arent using that texture, its very fugly. As i noticed your water is very white for an odd reson so that is what i thought could be the problem. If it isnt cheap water then put some cube maps over it just to get the coloring and reflection right.

DarkShadow
09-16-2005, 04:37 AM
I beleive cheap water is used in cs_port, but that's skybox water.

Steely Glint
09-16-2005, 09:52 AM
Is there any reason to actually use cheap water? The water control entity allows you to specify a distance at which normal water changes to cheap water, so unless this doesn't apply to the skybox there's no reason ever to actually use the cheap water texture.

FatSpider
09-16-2005, 01:38 PM
Duuuh I map water...?


Update toinght, I had to figure out some new lighting thingys'.

Yokai
09-16-2005, 06:13 PM
At teh beach part, you shoudl try to use teh texture from Minerva: Metastasis, it has an animated part where it hits the beach. Very well dont looking too :)

ach also: are you still not getting what im trying to say? :blink: Sorry i can be a pain i know :P

Yokai
09-16-2005, 07:19 PM
Originally posted by DarkShadow@Sep 16 2005, 04:37 AM
I beleive cheap water is used in cs_port, but that's skybox water.
Quoted post



Sorry to double post but that is incorrect good sir. Only some water isnt in the skybox.

Bloodstorm
09-17-2005, 01:42 AM
it looks really nice and all, but can we see some more pictures as you promised?

I can't really say my opinion on 1 pic, but wtf, nice work with the houses, is that a bridge your standing on? if so make the floor woodlike and add a fence so players cant go out to the sand or water, whatever it is, would look more cool if it were water zombies could walk up from as mentioned in some of the eirlier posts I just read.

but nice work ;)

FatSpider
09-17-2005, 10:46 AM
Sorry this took so long.
http://xs46.xs.to/pics/05376/zp_portStreets.jpg

Yokai
09-17-2005, 04:44 PM
hot seckz ;) nj

_Raven_11
09-17-2005, 06:11 PM
Wow, Ive always admired your work Spider, Your a ****ing god at making maps. Cant wait to play this when its all released.

FatSpider
09-17-2005, 06:36 PM
Thank you for the compliments.

I believe the lighting is still off, or personally I'm just not happy with it. I want the lamps to "glow" out of the darkness, not just feel like more traditional ambient light.

I'm going to start adding doors and such to the houses, and start to fill out that some of the houses. the roof tops will be a major gameplay factor for both sides. You can also make a huge jump from that center house to the one near the docks.

Knights
09-17-2005, 07:22 PM
Very Blue... cant really judge any of the buildings to dark to see anything. I'd like to see some from the ground shots..

Yokai
09-17-2005, 07:23 PM
Originally posted by FatSpider@Sep 17 2005, 06:36 PM
Thank you for the compliments.

I believe the lighting is still off, or personally I'm just not happy with it. I want the lamps to "glow" out of the darkness, not just feel like more traditional ambient light.

I'm going to start adding doors and such to the houses, and start to fill out that some of the houses. the roof tops will be a major gameplay factor for both sides. You can also make a huge jump from that center house to the one near the docks.
Quoted post


Yes, you hsould turn the lights back to white and/or a goldy color like i use for my map (youll all see soon enough, check out my old post if you dont know what im talking about)

Though, the map looks perfect. Some extra building details could be added but im sure you know that.

Sandurr
09-18-2005, 01:05 AM
colorless

hi
09-18-2005, 06:47 AM
Not liking the blue color. Night is black, not blue :)

3x.c0n
09-18-2005, 07:10 AM
heheh talk about precise

FatSpider
09-18-2005, 09:27 AM
Well I do want to get it looking right. I'll try and get another shot ASAP with the color changed from the ground point of view.

Mr.Zombo
09-18-2005, 02:08 PM
Not liking the blue color. Night is black, not blue z-smile.gif

It is ****ing night, it's just with blue lanterns.

Hastings
09-18-2005, 03:56 PM
Depends on the conditions of the sky and all that I think. A few weeks back it was orange where I live. I also have never seen the moon any brighter than that night.

Yokai
09-18-2005, 04:18 PM
Originally posted by hi!@Sep 18 2005, 06:47 AM
Not liking the blue color. Night is black, not blue :)
Quoted post



Depends, The blue isnt bad, it should only be used if you want your map to look like it has a full moon. Ofcourse, it should be a light blue, but you make the brighness very dim so it doesnt look bright at all.

Shang
10-08-2005, 07:16 PM
Im tired of black maps, make this one have a dim blue glow. Also add glass panels to the roofs (that sounds like it would require difficult programming) so the zombies can break them and jump in for the surprise. Also this would eliminate effective room camping.


Yokai, stop quoting things that are posted exactly above, its extremely annoying and unnecessary. Im a member of another forum and it gets annoying very fast.
Also you have a retarded and ugly sig and avatar (jk)

Yokai
10-08-2005, 07:19 PM
Originally posted by Shang@Oct 8 2005, 07:16 PM
Im tired of black maps, make this one have a dim blue glow.


Yokai, stop quoting thimg that are posted exactly above, its extremely annoying and unnecessary. Im a member of another forum and it gets annoying very fast.
Quoted post



There, happy?


But to that point, you also need to note that that was technicaly on the last page. Sice we are discussing the map in this topic, it needs to be quoted so that people can tell what I am talking about when they come back to this page.

And: What is up with you and bumping month old topics?

Shang
10-08-2005, 07:21 PM
How old are you? you always make stupid commentary that doesnt help anyone at all and at least my last post had something to do with zp.




That last screen is awesome just add and an open park area or something that would be cool.

Yokai
10-08-2005, 07:34 PM
Originally posted by Shang@Oct 8 2005, 07:21 PM
you always make stupid commentary that doesnt help anyone at all and at least my last post had something to do with zp.
Quoted post


Im saying dont bump topics, And i still stay at that. So I really doubt your "that" old because:

-Your last post was the one that made such a stupid comment about me quoting people. I do it so that when people look back on the next page they are able to tell what I am talking about rather than just going out and saying random stuff that was about a comment a page back.

-Someone who posts a topic that is a month old and hasnt been up for a month and expects the person to still be reading it really doesnt have a sense of being old at all. Maybe stupid though.

-When you say something like "how old are you?" because of not posting anything about ZP obviously has some issues... Why do i say that? well, not untill you edited it, did it have "that last screen is awsome just add an open park area or something that would be cool", it would have been off topic. You know that changed your post to make it seem like you werent doing the same thing that you insulted me for.

Thanks and goodnight.

Edit: Also, I much dont like it when you start to try to insult people by age. I am 15 and yes that is slightly young. But if your old or not, i can easily say you are the most rude and immature person i have meet on the internet. And that is quite belittling of an award you got. Congragulations on all your success.

Hastings
10-08-2005, 10:28 PM
<_<

1. No flaming or fighting.

2. Dont bump topics that are over a month old.

You are both warned....

DarkShadow
10-09-2005, 12:15 PM
Hastings reminds me of my mom when I fight with my brother.

Sgt Pepper
10-09-2005, 03:36 PM
He's scarily polite..

Knights
10-16-2005, 01:51 PM
FatSpider yet again leaves us hanging on another map of his... lol <_<

Yokai
10-16-2005, 05:21 PM
Originally posted by Knights@Oct 16 2005, 01:51 PM
FatSpider yet again leaves us hanging on another map of his... lol <_<
Quoted post


XD Yup, oh well, its better to work for a long time than rush through a map <_<

FatSpider
11-01-2005, 07:55 AM
Update later today. 11/1/05

FatSpider
11-01-2005, 08:38 AM
Its been a while, but I finally got the lighting how it should look.

Why is there always fighting on my threads?!
*FatSpider starts to cry*

http://xs53.xs.to/pics/05442/Overshot_lamplight.jpg

Curman
11-01-2005, 09:15 AM
The lighting still appears a little dull.

The transition you make from grass into cobble than apparently into tiled flooring(?) is quite awkward. Seems a little to sharp and sudden.

FatSpider
11-01-2005, 09:33 AM
Yeah your right it is, I'll look into changing it.

Knights
11-01-2005, 12:41 PM
Why is there always fighting on my threads?!
*FatSpider starts to cry*

No need to cry my friend... just that you present a map, we get excited then you disapear without anything else or wind up canceling the map... like the last one :D Its just funny I think... Now with that screeny the lighting could use some brightness and maybe a light_spot. The ground looks odd what's that a blend of the brick with the concret? Keep us updated..

Yokai
11-01-2005, 04:40 PM
Heh, sry bout that, i didnt want to say anything to him but... he annoyed me.

Anyway, looks decent, though you need to add some entities and glow so that it looks like there is a reason for the light to be there.

FatSpider
11-02-2005, 03:36 AM
I'll see what I can do, you guys are really making this hard for me.

FatSpider
11-02-2005, 12:53 PM
I added a ****in* flair glow to the lights, I'll post up more pictures tonight.

*Can I say ****in in this forum?

Edit: No.. I guess I can't.

FatSpider
11-02-2005, 02:07 PM
Here ya go.

http://xs53.xs.to/pics/05444/lampglow.jpg

Hastings
11-02-2005, 03:00 PM
Looking sweet spider. :)

FatSpider
11-02-2005, 03:55 PM
I'm going to start lifting the terrain in a few places. and get the out side perfected before I start to work inside a few of those houses.

Mr.Zombo
11-02-2005, 04:22 PM
:blink: ....(shocked with amazement)

Yokai
11-02-2005, 07:46 PM
Terrain does need some work.... and the buildings need a bit more detail in them.. They look too flat.

FatSpider
11-02-2005, 08:25 PM
Your comments ring true. I had to get the house placement down first before I could get to smoothing out the lay of the land. The houses are flat because I'm not to the detail stage yet. Well there is some detail on a few of the houses, but nothing really worth note.

WatchMaker
11-03-2005, 03:28 PM
Get rid of the brush railings and throw some good props in there.

Use props for anything possible, we waited a extra 2 years for them, so you better use them.

FatSpider
11-04-2005, 03:25 AM
WELL!

Ok..

Slopster
11-04-2005, 10:58 AM
Curman I've seen that somewhere before....

FatSpider
11-04-2005, 04:47 PM
Sir?

Knights
11-04-2005, 07:20 PM
Originally posted by Slopster@Nov 4 2005, 11:58 AM
Curman I've seen that somewhere before....
Quoted post

WOOT?

Wiggles
11-04-2005, 09:37 PM
Curman!?

FatSpider
11-05-2005, 06:32 AM
Whats Curman?

FatSpider
11-05-2005, 07:33 AM
*In the voice of Ignignoc*
You've waited so long, how can you not enojoy my grand design?

http://xs53.xs.to/pics/05446/mainOverview.jpg

hi
11-05-2005, 07:41 PM
I'm loving it! Great use of lightglows, makes it looks like really a foggy night. The buildings look pretty good, and the overall darkness combined with light from windows and streetlamps makes for some incredible lighting! Great work fatspider! :wub:

Knights
11-05-2005, 08:15 PM
I'm feeling your maps mood and its looking good... I like how one of those buildings are supported up with anchors to compensate for the hillside. What is that large object protruding from the far back? good stuff...

If your in need of some props here's some..
http://www.cheroketeam.savana.cz/index.php?clanek=4

Yokai
11-06-2005, 12:28 AM
Love it, but you need to increase your Brushwork in the map... Alot of the buildings and docks look a bit too flat for my liking.

Very nice indeed. :D

FatSpider
11-06-2005, 03:28 AM
Oh brushwork is something I'm good at, so don't worry about that. I'm jumping the gun on showcasing a lot of this. All of the houses are empty and void of life, or feel that way.

The roof top jumping is also sweet, me and my roommate where playtesting it last night, not that its in any type of beta phase. Its good to know how things will flow in the map.

I want you guys to make suggestions, everyone has good ideas.

FatSpider
11-06-2005, 02:12 PM
Oops sorry missed a post, that large object in the back is a sci-fi combine type factory, that is currently untextured. I dunno if I want to keep it, but honestly I kind of like it there. I might make it into something else. Remember I always take good suggestions into consideration.

Right now I'm messing with physics doors. So far the player will need to push their way into a room if the door is shut, Slowing them down a few setps from a pursuing zombie.

Lighter doors like those made of wood will be much easer to push into. Metal doors like the one found at that larger store house near the top of the hill will be twice that of a wood one, so players will need to take that into consideration when fleeing.

Atleast thats what I'm going for. For far it works ok, but I fear for the bandwidth it might take up, if any.

FatSpider
11-07-2005, 12:42 PM
I have a bad head cold, so I won't be mapping for a few days. Sorry. When I get better I'll get right back into it. So far adding the doors physics doors has been fun. You can barricade them shut and tear them down with enough damage, so it will be possable to hold up in a few houses and on the rooftops.

*cough* I'll be around reading posts every now and then.

Yokai
11-07-2005, 03:26 PM
Ah well, get better soon.

Be like me, procrastinate, then release it and find out there is an error. Fix it, then it always crashes 10 hours through the compile. Yay for me.

FatSpider
11-07-2005, 04:10 PM
Whats your computer spects?

Yokai
11-07-2005, 09:32 PM
oi, its not my computer, its actualy pretty good and it can do all the things i need to do. Its just that the compile takes so long that after a while it crashes.

If you want to give it a try i can send the file (look under zp_fossilroo is complete and go to teh movie and watch it to know what the map is like)

Its basicaly very big. :lol:

Originally posted by FatSpider@Nov 5 2005, 07:32 AM
Whats Curman?
Quoted post



Its a demon that crawls in the deep deep waters of the atlantic ocean ><

Curman
11-08-2005, 11:11 AM
>:( How dare you speak thy name.


But, in regards to FatSpider. I think in the latest screenshot posted at the top of the page leaves a bit of a blank space around the bottom left where I believe it's a docking area. Also, I think perhaps a few props are to be called in for trashy effect. I don't think it would kill either maybe to add a boat, or a ship from the HL2 models for scenery in the water. But never the less, it looks great.

FatSpider
11-11-2005, 03:33 AM
I save models and that kind of stuff for last. Really I want to just focus on design flow and building placement. You'll start seeing that kind of thing soon enough.

on another note...

My cold is gone =) Well mostly gone, its still kind of pissing me off every now and then.

Slopster
11-11-2005, 10:42 AM
Originally posted by Curman@Nov 8 2005, 08:11 PM
>:( How dare you speak thy name.


But, in regards to FatSpider. I think in the latest screenshot posted at the top of the page leaves a bit of a blank space around the bottom left where I believe it's a docking area. Also, I think perhaps a few props are to be called in for trashy effect. I don't think it would kill either maybe to add a boat, or a ship from the HL2 models for scenery in the water. But never the less, it looks great.
Quoted post


hehe I was just saying I've seen your name somewhere.....btw it sounds like noodles

FatSpider
11-15-2005, 10:13 AM
I got today off, I'll have some screens tonight.

cheese
11-15-2005, 10:15 AM
VERY nice shot. Is there going to be a moon?

Tatsur0
11-21-2005, 08:19 AM
Fatspider,
Where are those screens? I've been reading through this thread and am very excited but TONIGHT has passed and I see no screens!! Btw as a mapper myself I understand the difficulties in the starting of a map (especially the critism) but as you should know the real hard part is completing the map and having it run the way it was intended. I always try to take critism and suggestions and use what I like and kindly brush off the critism that of course describes what you already plan to do when you've completed the work you first started on. Please more screenshots.

Tats...

BlackSeer
11-21-2005, 09:07 AM
Nice map, would love to see the next set of screenshots :)

Night is not exactly black though, the military paint their vehicles & armor in some kind of mixture to make it harder to detect, even if that dont matter to much in a game.

Its depend a lot on what kind of env. and sky etc.

FatSpider
11-21-2005, 11:58 AM
Good point. So here is the deal.

I would like to start by saying, CivIV.

I'm the Frozen buyer at Whole Foods Market Madison, WI. I've had to bust my hump lately at work to keep my frosty domain full of food goodness for the all mighty turkey day.

Not that this is any kind of an excuse for a devote level designer like myself. So I would like to apologise to the ZP community.

The real reason is I don't think anything I've done with the map lately that is really worth showing off yet. I am still working at it. Time is being taken to learn more about the neat physics Hammer can provide the player. I want the User to feel like he can barricade himself in a house or on a roof top and use the object's I've provided to to the survivors advantage.

My roomate playtested it with me for a while to get a general feeling of how its going to work, so far the roof top jumping is setup perfectly and I got the physics doors to fly open when you run into them but they slow the player down, which makes it almost too dangerous to duck into a house with a zombie on your ~~~.

So I'll have to wait and see how it works. They're many options left to me I need to figure out how to use.

Tatsur0
11-22-2005, 04:59 AM
FS,
I haven't played the newer version of ZP:HL or yet tested ZP:S but from what I remember last year you could barely walk let alone run and jump as either Human or Zombie. I believe you've been testing your roof hopping with HL:S correct? If humans/zombies still move like they did a year ago I can't imagine they would be able to get from roof to roof.

Tats...

renegadedod
11-22-2005, 08:14 AM
awesome map... can't wait to play it...

FatSpider
11-22-2005, 11:36 AM
Well if they can't make it from roof top to roof top, your going to need team work to do so right?

Maybe that is a cop out phrase but I'll figure it out. I can't really say until I get the ZP: Source SDK, or that .fdg file, whats-it-called?

She'll work I promise.

cheese
12-09-2005, 11:43 AM
Well obviously a lot of work done into it so far, it'll be interesting to see how it works as a zp map. Do the zombos spawn in the town or near the dock?

FatSpider
12-09-2005, 12:34 PM
Not sure yet, I wanted it to be near the docks at first, but I might place a few spawn points in town also, in dark corners.

Hastings
12-13-2005, 08:36 AM
Happy Birthday Spider :)

FatSpider
12-14-2005, 01:36 AM
Aww shuck! Thanks Hastings.

cheese
12-14-2005, 06:48 AM
Dangit, if only my internet wasnt being so slow yesterday i would have gotten a chance to say it as well. Oh well a day late aint too bad. Happy belated birthday spider, now you're the same ripe old age as I am.