[UPDATE] zs_obj_dump_v10



  • Hello Everyone

    Im a zs mapper and I would like to show off my latest release which is zs_hazard_v2 and my current project zs_dump_v2.

    You may know me by some of the maps which I have made such as:

    splinter series
    ambush series
    zs_siege
    zs_dump_v1
    zs_necrotic_v3
    zs_lockup
    zs_nowhere
    zs_egypt
    zs_seclusion
    zs_glacier
    zs_crackhouse
    zs_marsh
    zs_despair
    zs_hazard_v1
    and a couple of others which you will find on garrysmod.org

    zs_hazard_v2
    http://forums.mrgreengaming.com/topic/11840-release-zs-hazard-v2/
    Video: http://www.youtube.com/watch?v=-JnRtExNkzE

    Following Changes:

    Removed middle path which directly connected both of the sewer areas.
    Greatly improved general lighting.
    General Detail Improvment.
    Extended the office room next to human spawn.
    Extended the room which was the opposite to the office.
    Extended human spawn area.
    Super Optimisation Work.
    Added Subtle Fog.
    Moved Zombie Spawn to the toxic sewer area.
    Removed trigger_hurt from sewer area.
    Greatly drained the toxic sewege.
    Improved Sound
    Improved some of the design of the fence tunnel area.













    zs_dump_v2 wip
    http://forums.mrgreengaming.com/topic/10546-zs-dump-v2/
    Video: http://www.youtube.com/watch?v=N-lK4KUkOKI













    I will be keeping you up to date with my latest big changes for zs_dump_v2 and if you have any questions or suggestions feel free to say. If you are interested in more of my old stuff check out http://forums.mrgreengaming.com/forum/45-pufulets-mapping-playground/



  • Hello Everyone

    Im a zs mapper and I would like to show off my latest release which is zs_hazard_v2 and my current project zs_dump_v2.

    You may know me by some of the maps which I have made such as:

    splinter series
    ambush series
    zs_siege
    zs_dump_v1
    zs_necrotic_v3
    zs_lockup
    zs_nowhere
    zs_egypt
    zs_seclusion
    zs_glacier
    zs_crackhouse
    zs_marsh
    zs_despair
    zs_hazard_v1
    and a couple of others which you will find on garrysmod.org

    zs_hazard_v2
    http://forums.mrgreengaming.com/topic/11840-release-zs-hazard-v2/
    Video: http://www.youtube.com/watch?v=-JnRtExNkzE

    Following Changes:

    Removed middle path which directly connected both of the sewer areas.
    Greatly improved general lighting.
    General Detail Improvment.
    Extended the office room next to human spawn.
    Extended the room which was the opposite to the office.
    Extended human spawn area.
    Super Optimisation Work.
    Added Subtle Fog.
    Moved Zombie Spawn to the toxic sewer area.
    Removed trigger_hurt from sewer area.
    Greatly drained the toxic sewege.
    Improved Sound
    Improved some of the design of the fence tunnel area.













    zs_dump_v2 wip
    http://forums.mrgreengaming.com/topic/10546-zs-dump-v2/
    Video: http://www.youtube.com/watch?v=N-lK4KUkOKI













    I will be keeping you up to date with my latest big changes for zs_dump_v2 and if you have any questions or suggestions feel free to say. If you are interested in more of my old stuff check out http://forums.mrgreengaming.com/forum/45-pufulets-mapping-playground/



  • It’s about time you started posting your own stuff.
    Great work, keep it up.





  • So what if he’s from Mr.Green should we care, no we shouldn’t if he’s taking the time to show us his work on our forums. So at least show him a bit of respect come on.



  • Just fucking around take a joke.



  • Also, there isn’t anything to say about his map. It’s hazard with bigger rooms which I don’t have any problems with.



  • Well, I must say that… Pufulet, your mapping is too random at times.
    I mean, seriously, an office in a dump area with a button that launches missles? What kind of shit is that?

    And then, a coach, a vending machine in zs_hazard which basically is sewers… that’s like having a cow that gives Coca-Cola instead or driving a BMW with a helicopter rotor instead of wheels.
    If you don’t follow my point I’ll tell it like this: You have too many things that are out of place, Pufu. In most of your maps.

    Here’s my advice: Next time try to put everything into one style, it looks much more nicer than you do it with random stuff around.

    Anyhow, the geometry of your maps is also a little weird. Honestly, one of your maps which I really liked was zs_dump_v1, most stuff looked quite in style, if not everything.

    EDIT: Also, the swinging doors on zs_hazard_v2 are also weird, why are they swinging as if there is like a thunder storm blowing those doors?



  • I vote we give less of a fuck about how realistic maps are and make more maps that are unique.

    Also swinging doors are bad.



  • @Mr.:

    Well, I must say that… Pufulet, your mapping is too random at times.
    I mean, seriously, an office in a dump area with a button that launches missles? What kind of shit is that?

    And then, a coach, a vending machine in zs_hazard which basically is sewers… that’s like having a cow that gives Coca-Cola instead or driving a BMW with a helicopter rotor instead of wheels.
    If you don’t follow my point I’ll tell it like this: You have too many things that are out of place, Pufu. In most of your maps.

    Here’s my advice: Next time try to put everything into one style, it looks much more nicer than you do it with random stuff around.

    Anyhow, the geometry of your maps is also a little weird. Honestly, one of your maps which I really liked was zs_dump_v1, most stuff looked quite in style, if not everything.

    EDIT: Also, the swinging doors on zs_hazard_v2 are also weird, why are they swinging as if there is like a thunder storm blowing those doors?

    Yet every map I can think of that you made had some stupid secret area.



  • @Mr.:

    Well, I must say that… Pufulet, your mapping is too random at times.
    I mean, seriously, an office in a dump area with a button that launches missles? What kind of shit is that?

    And then, a coach, a vending machine in zs_hazard which basically is sewers… that’s like having a cow that gives Coca-Cola instead or driving a BMW with a helicopter rotor instead of wheels.
    If you don’t follow my point I’ll tell it like this: You have too many things that are out of place, Pufu. In most of your maps.

    Here’s my advice: Next time try to put everything into one style, it looks much more nicer than you do it with random stuff around.

    Anyhow, the geometry of your maps is also a little weird. Honestly, one of your maps which I really liked was zs_dump_v1, most stuff looked quite in style, if not everything.

    EDIT: Also, the swinging doors on zs_hazard_v2 are also weird, why are they swinging as if there is like a thunder storm blowing those doors?

    Its a warehouse facility that has a small office area, even though that sounds completely generic why would that not make sense? You might find that my maps are never kept totally to one style but thats because its not my focus in mapping. Sure its nice to play a map that looks really good, but in most cases the gameplay side will fail completely.

    When I design maps I always focus on how the map will play when its on a server and to make players enjoy it. Why do you think people on Green really love playing zs_dump_v1? It looks really bad in most areas if not all. Its because its known to play incredibly well with players. Same thing with zs_necrotic_v3 and zs_ambush_v2. They look bad but are fun.

    The swinging doors were a pain in v1 but I have adjusted them so they dont suck as much anymore. I gave them more friction on the hinge so I dont know what you are talking about when they swing.



  • @pcnew:

    Yet every map I can think of that you made had some stupid secret area.

    And what kind of a secret area would that be?
    In which map would that secret area be in?

    ONTOPIC: Anyhow Pufu, just try to keep less randomness, it is unique indeed but it looks just too weird to me.
    I remember we did zs_hazard_v1 together but I just didn’t see the point of coaches and vending machines that time so I didn’t give a shit, I just did what you asked me to help with (not including the func_detail I failed with, lol).

    Didn’t see much of a warehouse in it btw.

    Speaking of Necrotic_v3 and dump_v1, they looked kind of… natural to me. I can’t explain it but they did. Some areas in zs_dump_v1 indeed have a bad design but most of it was looking pretty well to me - everywhere I looked I saw trash around which was unnesessary to anyone already + the chemical water and the dirt which told us of the area being completely dumped. The map was more like of arena tho which is not always fitting in ZS.



  • First of all, gameplay should be put ahead of appearance. It doesn’t really matter what your map looks like because people will find a room with one entrance and piano-cade it every time.



  • @Mr.:

    And what kind of a secret area would that be?
    In which map would that secret area be in?

    zs_mrdark_bloodforest
    de_operation_submarine

    and I can’t speak for mental hospital because I haven’t played it.



  • @Someone:

    First of all, gameplay should be put ahead of appearance. It doesn’t really matter what your map looks like because people will find a room with one entrance and piano-cade it every time.

    Well makes sense to ZS players :).
    I just like it when everything looks pretty instead with lots of detail so there is kind of an impression about it, but as far as you can play normal as well indeed.

    @pcnew:

    zs_mrdark_bloodforest
    de_operation_submarine

    and I can’t speak for mental hospital because I haven’t played it.

    Yeah right, could you find something even older than that? Like maybe 5 years ago when I started mapping?
    Bad attempt @ pcnew. Who cares about secrets anyway?



  • Can you mappers make use of steam workshop please?



  • @Mr.:

    Who cares about secrets anyway?

    http://www.noxiousnet.com/forums/index.php?topic=6177.0
    Really though, someone start making maps that are actually different than zs_abandoned building.



  • @Pseudohorse:

    http://www.noxiousnet.com/forums/index.php?topic=6177.0
    Really though, someone start making maps that are actually different than zs_abandoned building.

    Aaah, then that makes sense.
    But still, my maps are old and I wasn’t even on Noxious that time :).

    Why are we being offtopic anyway? Let’s get back to discussing Pufulet’s maps.



  • 2 zs minecraft maps that I have made but never actually finished them. I might work on the island one again once I finish other maps up.






  • Three different areas I have been working on this morning. I am planning to make an objective version of this map as well on release.


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