Joined: 20 Aug 2006 Posts: 2991 Location: Mapper since 2007 YouTube: gtamikesvideos Country: Browser: Age: 34
Posted: Thu Oct 28, 2010 13:41 Post subject:
dm_nightmare_church (BETA 5) [28th Dec 2011] OLD VERSION Subject description: Beta 5 [28th Dec 2011] OLD VERSION
Well this is the map i've been working on for a few months.
I wanted it out for halloween but it's only 50% complete, so i'll show
what i've done so far.
Im also going to now take advantage of the new HL2DM engine.
Frame rates improve in sewer and the rest of the map.
You can now go in the bell tower and the church roof!
More detail in bath room area.
Use sprites above objects that have a use feature.
Network performance improved (needs testing)
A few texture changes/improvements
Fixed crash if trap was used on linux servers
Grave teleport now works with 600 and 400 gravity.
Added fog at gate where the 2 zombies are.
Some Sounds are much louder to make people jump.
Clock hands now have a ghost distort effect
Fixed bug where clock hands didn't fall to the ground after they stop turning.
Hedges now has lighting on top surface.
Green cuter Sprite on locked door near transformer area.
Dead girl on the ground in the Hedge area is more noticeable to the player.
Updated the texture that saying not to feed the fish with added "Gremlins" images.
On drop the model gnone will face the player and stand up right on the ground better than before.
Fixed bug with green metalgate texture near the blood bath area
Lighting on wall improved in fire place for the candle
Updated 2D concept art terxture
The TV static will not turn off when you use the phone, the girl will still appear on tv screen
Added NEW TRAP!
Added garbage outside of the dumpster
When "Combat Box" button has been pressed a light will flash in the church showing where the "Combat Box" has spawned.
Added text message about "multicore rendering" this display in 180 sec's on map load.
Black Crosses s in the map now have a Glow Moving Effect to show you can shoot them.
Tree near grave hp charger lights up green and red depending on charger.
Toilet sound in bath room
Added skulls in the sewer
Sprays near Dr Freemans body on the wall.
Change texture near transformer area in the wall.
Small clock in TV room has a tick sound loop.
Also alot of bugs have been fixed and map tweaks.
Performance Changes
Code:
Converted door arch ways to models.
Converted white stairs to model hedge.
The inside of the detailed church roof is now a single model.
Some overlays (like decals) now have a set fade.
When in the sewer the rest of the outside map area will not be visable/rendered. (optimized/func_areaportalwindow)
Sparks and lasers in transformer area have been optimized
and will not be rendered if no players are near by.
Made some areas/brushes func_detail for performance.
Map shadows have been optimized (light map scale)
Lowered some of the model textures resolution.
Most models have a Set Fade Distance.
Green water that runs down the walls in Sewer will only render/spawn if you're near it.
Removed bats and shooting flies in web feature.
Removed 1 moving zombie by the front gate.
Changed alot of "prop_dynamic" models to cheaper "prop_static".
Changed alot of "prop_ragdolls" have been changed to cheaper models.
Converted some brushes to func_lod.
Sounds in the map are alot more optimized.
The "Welcome Screen Bug" and some "Loop Sound Bugs" if you
rejoin server annoyed me and some testers, so i've done a quick fix.
FIX LIST
I Removed the "Welcome Screen" as it does not obey my commands if more that 1 player is on server.
Fixed strange random phone ring sound in odd places after used by player and if others rejoins server.
Fixed strange random baby crying that plays every where if someone rejoins server.
______________________________________________________________
Beta 4 Updates
Code:
Sprite optimation transformer area
Booster.wav louder and optimated
More frame rate optimation (Vis leaf)
Small changes to a few lights
Beta screen image improved
Beta texture in wall changed
Few small map fixes
Map file size compression
Code:
From
dm_nightmare_church_b3 (201MB .BSP)
dm_nightmare_church_b3 (92.3MB .BZ2)
To
dm_nightmare_church_b4 (125MB .BSP)
dm_nightmare_church_b4 (59.5MB .BZ2)
dm_nightmare_church_b5 update list
Code:
Teddy bear changes texture skin on gravity gun pick up and drop. (Evil and Good change)
Player spawns have been rased
Flies in web texture resize/fixed
Fixed sprite in transformer area
Gmans head moved in kitchen sink
24 models have been re-compiled to support "prop_staic" (These models use no stress networking on server)
5 models changed to "prop_staic" (no re-compiled needed) (These models use no stress networking on server)
The green metal railing near the clock area can be jumped over now.
The benchs inside the church are not soild now (helps for player movement)
You can now throw greandes over the hedge maze area
Sometimes the server does not load some models (this should be fixed now)
Sprite fire animation works now
Trap sound now works now
Fire extinguisher sound is less loud
Picture on wall near toilet is darker
Press button when someone is in the super charger room glass door locks them in. Then the super charger removes from the room to make the player think "wtf".
Some scary sounds play and then you will hear a blade spining sound getting closer and closer. The blade will break the wall where the super charger was on,
and metal phyiscs from the wall will hit the player not kill only hurt alot. The blade will still keep moving to the player then start choping the player and blood
sprays on the glass door you will see bits of flesh and bones every where. The trap then resets removing body and blood with fire and metal wall respawns
to normal aswell as the super charger.
Joined: 20 Aug 2006 Posts: 2991 Location: Mapper since 2007 YouTube: gtamikesvideos Country: Browser: Age: 34
Posted: Mon Jul 18, 2011 21:41 Post subject:
Brains!!!
If you want to watch me as I develop this map, i'll be uploading
to my steam screenshot area alot. Also deleting pictures as they
get old/dated. This will save me time and so I don't spam the
topic haha lol.
Joined: 20 Aug 2006 Posts: 2991 Location: Mapper since 2007 YouTube: gtamikesvideos Country: Browser: Age: 34
Posted: Sat Jul 30, 2011 13:41 Post subject:
An E.G. of how powerful the "$detail" command in .vmt can be for textures looking good up close
Player Zoom off!
Player Zoom on!
Screen shots from my church map
Quote:
"LightmappedGeneric"
{
"$basetexture" "props/carpetfloor001a" //just a 512x512 texture
"$detail" "mikes_graveyard/detail/carpet_detail" //just a 512x512 texture (could of done 1024x1024 for crazy up close detail XD)
"$surfaceprop" "carpet"
"$detailscale" "5" //scale the $detail texture down
"%keywords" "grave"
}
Joined: 20 Aug 2006 Posts: 2991 Location: Mapper since 2007 YouTube: gtamikesvideos Country: Browser: Age: 34
Posted: Mon Aug 08, 2011 01:17 Post subject:
Darker version
edit
I made the water coming from the walls green (im 100% happy with this)
I made the green moss type texture shine/more 3D, also made the bricks shine/more 3D.
Lights 2 flicker, another light turns off and on every 30secs and another every 5 secs.
All lights around the middle spark and are off all the time and last I have removed 2 lights that were on.
Joined: 20 Aug 2006 Posts: 2991 Location: Mapper since 2007 YouTube: gtamikesvideos Country: Browser: Age: 34
Posted: Wed Sep 21, 2011 23:09 Post subject:
About 90% of the map is complete (structure/areas), i'm very pleased with the flow, design and graphics.
I'm not sure when the map will be out just yet, it really depends on how much time I put in the coming weeks.
I got to do the many other things that is not related to the building side, it would take too long for me to write the list here XD.
I'm not showing the new areas but I will show you this.
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