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Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sun Jan 01, 2012 3:56 am
by Plasma HeadCrabD
CozmicShredder wrote:OMG this map is looking amazing as hell! Remember playing it on COD cannot wait to try it out on OC!

Well. you need wait....
Now he is working the output and input.when those things finished. we will add more details for this map.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sun Jan 01, 2012 4:03 am
by Plasma HeadCrabD
well. keep it up.
we almost done it!

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sun Jan 01, 2012 12:57 pm
by MaestraFénix
Yeah, maybe the progress is slow, but isnt stopped.

P.D: From 65 to up zombies, it starts lagging (i made a mistake in the round system, that allowed spawn x6 zombies. It was like 90 in the map with 16 fps XD).

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sun Jan 01, 2012 3:17 pm
by destiny
that must have been both a lag fest and slaughter fest.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Mon Jan 16, 2012 10:25 am
by Plasma HeadCrabD
Image

re-skin the cz52.
Now it's powerful!

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Mon Jan 16, 2012 5:06 pm
by MaestraFénix
Note: the pic from above is just for fun. The list of "official" weapons are this:
  • 1911 Colt
  • Thompson
  • MP40
  • MP44
  • BAR
  • C96
  • MG42
  • 30 Cal. (the bug that doesnt display the reloading animation and allows you continue firing without losing time at reload is annoying. The most annoying of all is that i tried with 4 different models and scripts, and continue happening).
  • K98 Scoped
  • Springfield Scoped
Under test:
  • Double barreled shotgun
  • Panzerschreck
  • Stielhandgranates
I continue having troubles trying to make a round system. My concept is that after spawn X zombies, it stops spawing, and when you kill all the zombies, then starts another round, but i cant make it work properly. If someone have an idea, post it.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Tue Jan 17, 2012 2:38 am
by Plasma HeadCrabD
small upload
here are some new decal.made by me and my friend.
Image
Image

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Thu Jan 19, 2012 8:11 am
by Plasma HeadCrabD
1.19.2012.upload:
now.we have new textures for mystery box!
Image
textures made by me
also thanks bnadit.(help me a lot!)

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Wed Feb 08, 2012 9:24 pm
by MaestraFénix
I´m proud to say that finally i found a way to make a round system, and well, i have to say that the actual configuration is challenging for a single player (the more rounds and zones you open, more zombies, i survived 8 rounds). Now, i´ll give the final touches of it, start working on the fix of the DOD:S weapons and add the detail.

Tommorrow i´ll have a talk with Plasma about what should be added, and when and where should be the gameplay test.


The question is, 4 players, or 8? (eight players would imply an easier camping, which would raise the hp of the zombies/their number and the point system, which would mean more zombies and more lag).

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Thu Feb 09, 2012 3:33 am
by Plasma HeadCrabD
don't forget set zombies dmg to 50.(kill a player just need 2 hits)

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Thu Feb 09, 2012 6:04 am
by Plasma HeadCrabD
Image


just for fun

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sun Feb 19, 2012 8:11 pm
by MaestraFénix
Well, another day that ends. I got an improvement in the framerate (30-60 to 80-110), but there are a lot to do in order to release a test map for multiplayer testing.

The actual settings of the fog are near about what i want, but the "effect" that makes the far z clip (showing the skybox instead of the fog) looks bad. Also, i have to understand better visleaves, since the tests of today showed that parts of the map are rendered when it shouldnt be.

Also, i have a weird bug relationated with making the zombies more strong every round (for the moment only until 11 rounds): When the round starts, the first zombies that spawn have the health of that round (for example 120), but the rest of zombies spawned has their default health, like if only it would effect the first npc spawned (i use npc_template_maker).

What i make is making an output to the npc with SetHealth <health>, but looks like that the npc_template_maker only uses it one time. Someone knows what i can do?

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Sun Feb 19, 2012 8:34 pm
by Shana
Easy way to counter that is to make a custom skybox texture that is just the color of the fog or make a func_brush box in the 3d skybox with shadows disabled and then set the skybox fog to the same color as the normal fog.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Wed Feb 22, 2012 8:21 pm
by MaestraFénix
W0rf0x wrote:Easy way to counter that is to make a custom skybox texture that is just the color of the fog or make a func_brush box in the 3d skybox with shadows disabled and then set the skybox fog to the same color as the normal fog.
I tried with a nodraw func_brush, but doesnt make any effect. I have to put the same textures of the skybox?

In other order of news, i fixed the zombies that now ALL changes their health (when you are fighting alone agaisnt zombies with 300 hp is hard, especially if you have a bad weapon, and is only a 1/3 of the horde), and made that at the finish of each round the players recover their health (it would be ideal have something like the sv_regeneration_wait_time of Portal, but HL2 doesnt have it).

Continue working on details and optimization.

Re: zombie survival map(oc_nacht_der_untoten)

Posted: Wed Feb 22, 2012 8:39 pm
by Shana
Use toolsblack or something, you just need a texture to block the actual sky texture.