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szf_sealab
15-09-2012, 03:55 PM (This post was last modified: 15-09-2012 03:55 PM by Lampenpam [GER].)
Post: #31
Super Zombie Fortress
No longer afraid of Ice beam
8
Map is on the servers.

(13-09-2012 05:12 PM)azureguy Wrote:  And for the last time: I will not add props or custom textures to the map, simply because I'm not good at it.

Seriously! It's not that hard even if you are not good at it, just place some pipes at the walls, some tables with things like coffemachines on it, stains on the floor, bins, buckets, lamps, vents, etc! Placing this is pretty easy and can improve the atmosphere very much! You can do this.
If you won't do that, I doubt that the map is played much on the server.

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15-09-2012, 06:33 PM
Post: #32
Super Zombie Fortress
Switzerland
Crosses everything with everything
4
Well, at least you fixed the Area Portals :D

[Image: 484550secretproject.jpg]
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15-09-2012, 09:50 PM
Post: #33
VS Saxton Hale
European Union
I feel great !
(13-09-2012 05:12 PM)azureguy Wrote:  And for the last time: I will not add props or custom textures to the map, simply because I'm not good at it.

If you know how to make a room, you know how to make some props.
My first map only contained two kind of props : indications props (where the survivors must go) and light props (props close to the light entities) and it was enough.

Even if that's doesn't make the map really detailled, it add enough ambiance to make the map good. Just give it a try ;)

"Don't trust all persons you like, trust persons that likes you."

Actually on the moon : Hubert Cumberdale, Qbe-Tex, Luksus
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16-09-2012, 09:02 PM
Post: #34
United States
Pretty average
1
I present to you Beta 7!

https://www.dropbox.com/s/7yt3svnypv24rf..._beta7.bsp

I finally took care of the helipad and made it look nicer. Aside from the base structure which now has built-in stairs (no more ladders or ramps!), there also is a fence now which gives players a visual hint on the boundaries of the skybox. Beats an invisible wall, right?
The pathway between the building and the helipad is now retracted and will move once the survivors arrive on the helipad. This way, the zombies can't reach the door and camp there, not even the Scout can reach it. It also makes the inevitable onslaught on lots of zombies on the last control point more manageable.
The same goes for CP 3 which has been made a bit easier for survivors: There are now wooden planks which will slightly delay any incoming zombies. The planks ar destroyerd fast and don't seeem like much on low player count, but when the server is full and there are 15+ zombies this is a godsent to make the map beatable.
Also, I FINALLY added a warning regarding the generators. Once the survivors enter the generator room, they'll be warned no to touch the generators.
Lastly, I tweaked the weapons once again. There should be enough weapons for everyone now - random weapons generated by the game mode, and some static weapons so that at least one class has at least one decent weapon. Did you ever encounter the situation that there was no soldier weapon, pyro weapon, demoman weapon at all? Well, this should fix it slightly for ya.

_______

I consider this map complete in terms of gameplay balance and graphical glitches with this version. If I don't receive any more reports or complaints in the next few weeks, I'll make the map "final" with the next update. Maybe I'll even throw in some more decoration here and there to celebrate this, but only if I feel like it XD.
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17-09-2012, 05:09 PM
Post: #35
Parkour Fortress
United States
(´・ω・ `)
2
You forgot to build LDR cubemaps. Again.
[Image: 98550437.th.jpg]
This is BLU spawn with HDR disabled.
Here's a guide on how to build LDR cubemaps
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17-09-2012, 08:32 PM (This post was last modified: 17-09-2012 08:34 PM by azureguy.)
Post: #36
United States
Pretty average
1
(17-09-2012 05:09 PM)SWFlash Wrote:  You forgot to build LDR cubemaps. Again.
[Image: 98550437.th.jpg]
This is BLU spawn with HDR disabled.
Here's a guide on how to build LDR cubemaps

Thank you for pointing this out, it's fixed now. Here's the new version:

https://www.dropbox.com/s/7yt3svnypv24rf..._beta7.bsp
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24-09-2012, 12:09 AM
Post: #37
United States
Pretty average
1
Here's a quick fix for the missing water at the last control point. Let's pray to god this was the last bug or glitch I have to fix.

https://www.dropbox.com/s/72fjweebh26x2w..._beta8.bsp
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24-09-2012, 06:27 PM
Post: #38
Super Zombie Fortress
No longer afraid of Ice beam
8
How many maps have i uploaded in the last few days? ^^
Anyway, map is uploaded

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20-10-2012, 08:23 PM
Post: #39
United States
Pretty average
1
I present to you the final version of Sealab!

https://www.dropbox.com/s/z9t31ailphqvme..._final.bsp


I've learned quite a few things about level design with this map, and I'll use this knowledge to make a completely new map. It will be water-themed as well, but I won't make a Sealab_Remake XD. No, I'll start from scratch and make a map that will be better than this one.
But before I start with the new map, I wanted to leave the old one in a passable state. So, I've fixed a few things so it can go into retirement with pride.

Changelog:
-Added some metal beams on the elevators so they look a bit more dynamic. Also, railings were added on both elevators which are showing up if the control point is captured. Hopefully nobody will go away from the elevator platform now.
-Added signs which point into the direction of the control points. I cannot believe how many people are getting lost in the third area, so I made sure that everyone can find it.
-Removed the big fat "map by azureguy" in the survivor spawn room and replaced it with a message which is displayed during the setup time. This is my way of making my maps complete: During the beta phase there is the big sign, and when it's final it gets removed.
-Fixed some weapons being unpickable. I chaged all weapons to random ones and only left a few static weapons intact.
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20-10-2012, 09:15 PM
Post: #40
Super Zombie Fortress
No longer afraid of Ice beam
8
And its uploaded again :D

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17-12-2012, 10:05 PM
Post: #41
Super Zombie Fortress
why
Was this map removed? I haven't seen it in forever.
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20-12-2012, 10:27 AM
Post: #42
United States
Pretty average
1
(17-12-2012 10:05 PM)omegasupreme Wrote:  Was this map removed? I haven't seen it in forever.

Yes it has been removed. Someone from the staff told me that it isn't easy to navigate through, and that it looks very "basic" to say the least.
I couldn't agree more, I mean that map really is nothing special compared to, say, labs_remake or turtle_attack. And if it frees up a slot for a new, better map, all the better.

I wanted to redo it and make a new water-themed map anyway, so no loss here. But thanks for showing interest/concern into my work ^^.
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