#1  
Old 02-12-2010, 12:07 PM
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Default ZPO_Circumvention

This is ZPO_CIRCUMVENTION. Download it here:

zpo_circumvention_b7

Basically, Survivors are making a last ditch run for the coast in hopes of escape by boat. It's the only safe place left. But things are likely to get in the way. It's a mess out there. So stick together, be resourceful, and you might just make it.

Changelog:
b6 --> b7

-Outdoor lighting intensity dropped from 200 to 90
- No HDR lighting.
- Front doors permanently open.
- Pruned about 15% worth of entdata to ensure a more stable build (and simplify over-complicated objectives)
- Touched up some aesthetic things... you probably won't notice unless you've played it before.

Changelog:
b5 --> b6

-Deleted approximately 80% excess entities and I/O functions to fix crash bug.
-Added teleport system in place of timed 3 layer kill system to help out people left behind.
-Deleted window washer objective. The window washer is still there, but starts functional now.
-Details details details, no one thing particularly noteworthy, but lots of tiny aesthetic and functional tweaking.

b4 --> b5

-Beacons added to help lead you through the hospital to the roof.
-Lots of lighting and detail added/modified
-Zombie spawns modified to not be on top of or ahead of humans. Humans may have a chance of winning now.
-Ladder next to crane is more intuitive and no longer invisible.
-More weapons and ammo.
-added hdr lighting.

For the most part, the layout is exactly the same (except for the patient care ceiling area). But the visual detail is the difference between night and day (although it is still a daytime map). I hope you all enjoy the latest installment of Circumvention!





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Last edited by Ratboy601 : 04-21-2012 at 10:11 AM.
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  #2  
Old 02-12-2010, 01:14 PM
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Looking pretty good! Not overly keen on the lighting tho, but can't wait to play it!
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  #3  
Old 02-15-2010, 06:17 AM
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Yeah, the lighting needs some work, but the brushwork looks pretty good. How is the framerate?
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  #4  
Old 02-15-2010, 04:36 PM
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What seems off about the lighting? Too bright? Odd color? Not shadowy enough? I wanted to do a daytime map because nighttime seems so cliche. I've been considering switching to twighlight. That could be neat. I could make a nice sunset on the coast line.

The framerate is mostly fantastic. It rarely drops below 30fps. And when it does its not a high action area. I designed it to be HUGE and yet be broken into chewable, relatively isolated areas.
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  #5  
Old 02-15-2010, 04:50 PM
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Lighting is wrong and you might want to look into setting up a colour pallate when mapping.

basically you use colour charts and pick colours that work well together then make sure you use textures that are close to the desired colours or create your own textures that follow them.
creates a superior atmosphere for maps when the whole thing works together
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  #6  
Old 02-15-2010, 06:17 PM
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Quote:
Originally Posted by Fenrix View Post
Lighting is wrong...
Color pallette, good idea. Got any deeper insights? I appreciate criticism and advice, but I found most of that a little too vague.
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  #7  
Old 02-15-2010, 06:19 PM
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By the looks of those screenshots, the sunlight is going directly down, which is unnatural at best. At least have a slight angle on it so that some shadows are being cast.
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Old 02-16-2010, 06:21 AM
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Horizord is right, it needs to be at an angle.

I'm not a big fan of daytime zombie maps - it takes the scary away from the atmosphere. Fenrix's idea may help, as things look a little too yellow right now.
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Old 02-16-2010, 07:32 AM
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Even if you're not using one of these skies, use one of these settings as the starting point:

http://developer.valvesoftware.com/wiki/Sky_List

Should help with the base lighting. I'd recommend going with a darker ambience, too.

Kep
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Old 02-16-2010, 07:45 AM
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I agree, the brush work looks fantastic. However the lighting looks strangely odd.
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