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 Forum index » TSGK General » Maps
dm_nightmare_church (BETA 5) [28th Dec 2011] OLD VERSION
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gtamike_TSGK
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PostPosted: 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. Wink
Im also going to now take advantage of the new HL2DM engine. Cool

Expect it to be out 2011

Click This Link
Arrow http://www.youtube.com/watch_popup?v=lxkcwvQjHRk&hd=1

Video Showing Map (watch in HD and Full Screen if too dark)
http://www.youtube.com/watch?v=lxkcwvQjHRk&fmt=22















Images in zip http://gtamike.tsgk.com/gtamikes_new_map_images_alpha_stage.zip

Beta 1 (kind of a test version) Wink

http://gtamike.tsgk.com/dm_nightmare_church_b1.rar
________________________________________________
Beta 2

Full update
Code:
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.

________________________________________________
BETA 3

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


_______________________________________________________________
gtamike_TSGK


Arrow Download Link (RC1/Stable) 2012
http://forum.tsgk.com/viewtopic.php?t=5095

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Last edited by gtamike_TSGK on Thu Jan 31, 2013 14:24; edited 21 times in total
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Osiris_TSGK
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PostPosted: Thu Oct 28, 2010 20:30    Post subject:  

Looks very nice.
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Lawitz
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PostPosted: Thu Oct 28, 2010 21:25    Post subject:  

nice map, the charger idea is great, doesn´t seem to work though in the video?

any traps in it?

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gtamike_TSGK
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PostPosted: Fri Oct 29, 2010 01:16    Post subject:  

Lawitz wrote:
nice map, the charger idea is great, doesn´t seem to work though in the video?

any traps in it?

Thanks

The charger will try to heal you with low hp or full I can't do anything about that.

Here's an older video showing with 1HP
http://www.youtube.com/watch?v=YkrnoMDbrcs&fmt=22



There will be one trap

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. Twisted Evil

I've got like 7 pages of other ideas/details thats part of the reason I can't get the map out this year. Laughing

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Diet H2O_TSGK
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PostPosted: Fri Oct 29, 2010 14:20    Post subject:  

Love it.
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PostPosted: Fri Oct 29, 2010 23:35    Post subject:  

Looks promising GTA =]
Keep it up! Smile

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PostPosted: Tue Nov 09, 2010 20:32    Post subject:  

I love the inside of the church, those wooden frames and lighting I think are the most impressive mapping Ive seen you do to date Mike. Keep it up!
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PostPosted: Thu Nov 11, 2010 16:48    Post subject:  

Very Nice Shocked

I think that I'll love it. Very Happy

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PostPosted: Sun Nov 21, 2010 17:49    Post subject:  

The chandeliers look great. Is that a model or brushwork? Would love to use it in a map I am working on. Anyhow, looking forward to this map!
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PostPosted: Sun Nov 21, 2010 20:01    Post subject:  

twitch wrote:
The chandeliers look great. Is that a model or brushwork? Would love to use it in a map I am working on. Anyhow, looking forward to this map!


Yeah models from css I think and roof is brush work. I'll continue the map on xmas break and maybe update topic pictures.

EDIT 2011 19 feb



Last edited by gtamike_TSGK on Sat Feb 19, 2011 19:20; edited 1 time in total
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PostPosted: Sun Nov 21, 2010 21:27    Post subject:  

Ahh, css, thanks. Yeah, your use of arches in the ceiling looks good. Fun with vertices
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gtamike_TSGK
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PostPosted: Tue Apr 19, 2011 18:03    Post subject:  

This map is on hold for now.
I just need to find 3 months straight of free time. Laughing
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PostPosted: Sun Jul 17, 2011 01:22    Post subject:  

I'm working on this map again casue I have lots of free time on my hands.
I put the map on hold in sept 2010 before the HL2DM OB Update from Valve.

The OB Engine has changed somethings within the map e.g. lighting.

I've posted alot of screenshots on my steam profile if you want to see.
http://steamcommunity.com/id/gtamike/screenshot/541774101697024514/?tab=public

The map is still in very early development. Wink

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PostPosted: Sun Jul 17, 2011 03:00    Post subject:  

cool, maybe another Mikes maps night on X when you have a beta ready Very Happy Very Happy Twisted Evil
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PostPosted: Mon Jul 18, 2011 21:41    Post subject:  

Brains!!! Twisted Evil


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.

http://steamcommunity.com/id/gtamike/screenshots/

gtamike_TSGK

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PostPosted: Thu Jul 21, 2011 22:45    Post subject:  

added a few more
http://steamcommunity.com/id/gtamike/screenshots/

Note look hard at the picture with the grave stones, do you see something?

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PostPosted: Sat Jul 23, 2011 21:49    Post subject:  

http://steamcommunity.com/id/gtamike/screenshots/

I finished the blood water fountain it's lit up now. Twisted Evil




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PostPosted: Tue Jul 26, 2011 23:16    Post subject:  




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PostPosted: 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 Smile

Player Zoom off!


Player Zoom on!


Screen shots from my church map Wink

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"
}

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gtamike_TSGK
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PostPosted: Sun Aug 07, 2011 01:58    Post subject:  

http://steamcommunity.com/id/gtamike/screenshots/

New Picture Very Happy



4 pictures to show motion.
http://gtamike.tsgk.com/sewer_pics.rar

Cool


EDIT here's another Wink


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PostPosted: Mon Aug 08, 2011 01:17    Post subject:  

Darker version



edit Laughing



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. Wink

Some newer pictures



I might post the video I made of the updated church map tomorrow. Very Happy

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gtamike_TSGK
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PostPosted: Fri Aug 12, 2011 11:22    Post subject:  

There's some new things I can't show in still pictures.

So here's a 2nd preview
The last video before was not on OB engine.

Source Engine: Scary Custom Church Map - Preview 2 (HL2DM)
http://www.youtube.com/watch_popup?v=dJlWmsQ0v4E&hd=1

Enjoy! Cool

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PostPosted: Fri Aug 12, 2011 22:48    Post subject:  

good work mike, love the blood fountain, the flys in the web are a nice gem to, keep it up Cool
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PostPosted: Sat Aug 20, 2011 22:34    Post subject:  

StonedCabbage wrote:
good work mike, love the blood fountain, the flys in the web are a nice gem to, keep it up Cool


thanks m8 Cool

edit
newest_build.jpg
 Description   newest map build
 Filesize   1.01 MB
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newest_build.jpg

old_build.jpg
 Description   old map build
 Filesize   902.9 KB
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old_build.jpg


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PostPosted: Sat Sep 03, 2011 18:35    Post subject:  

I'm finding it hard not showing the new things but i'll do my best to keep them secret. Laughing

Here's some updated images of the ones you seen.


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PostPosted: Fri Sep 09, 2011 20:49    Post subject:  

I'll probably regret posting this picture lol

clear_picture.jpg
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clear_picture.jpg


Last edited by gtamike_TSGK on Thu Sep 29, 2011 23:20; edited 2 times in total
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PostPosted: Fri Sep 16, 2011 03:54    Post subject:  

HL2DM Nightmare Church Bhop Teleport Test http://www.youtube.com/watch?v=MGFFGBTtGG8&hd=1


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PostPosted: 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. Smile
dm_nightmare_church_a.jpg
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dm_nightmare_church_a.jpg

dm_nightmare_church_b.jpg
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gtamike_TSGK
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PostPosted: Thu Sep 29, 2011 22:22    Post subject:  

This is going to be in a picture frame on the wall. Smile
How things were back in the day before the horror started.
dm_nightmare_nice0003.jpg
 Description   Before the nightmare started >:)
muhahahahahaha
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PostPosted: Fri Oct 07, 2011 23:37    Post subject:  


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