[WIP] zs_checkpoint



  • (Name still to be decided, it’s just what first came to mind)

    I have been working on this for about a week now. Had two previous projects but they proved too ambitious and complicated.

    Won’t say too much now, but essentially this map will be a mix of traditional zombie survival, and some objective type play. As always, I am trying to make it so that objective accomplishment will make the game easier, however failing an objective will not necessarily fail the game.

    Also planned for inclusion is a usable laser turret (dw it SHOULD be balanced, also does func_tank work in zs?)

    Would appreciate some comments on the looks, but remember that this is early WIP so some stuff will look shit.
    Screenshots below:



  • (Name still to be decided, it’s just what first came to mind)

    I have been working on this for about a week now. Had two previous projects but they proved too ambitious and complicated.

    Won’t say too much now, but essentially this map will be a mix of traditional zombie survival, and some objective type play. As always, I am trying to make it so that objective accomplishment will make the game easier, however failing an objective will not necessarily fail the game.

    Also planned for inclusion is a usable laser turret (dw it SHOULD be balanced, also does func_tank work in zs?)

    Would appreciate some comments on the looks, but remember that this is early WIP so some stuff will look shit.
    Screenshots below:



  • looks good, add some dust outside, it seems it could fit in with the mood.



  • Great choice of atmosphere. Stick with the sunset lighting, it looks awesome. What’s the objective?



  • I think you should use env_sun, and use lod_shadow_control to get some nice shadows in there, make it like the sun is setting so you will need the sun near a edge and have the shadows come at a angle the sun sets.



  • I may add some dust, but that will be when i have done the geometry and models. Good idea though.

    There already is an env_sun although i don’t think it is big enough, nor in the right position. Will have to change that.

    As for the objectives, i am still ironing the ideas out, so i will mention those at some later point.



  • Outdoors looks good.  Indoors is looking a little too ‘clean’ atm.
    Func_tank’s work in zs, that’s how the lightning works in zs_stormier.



  • On the topic of dust, try adding a thin layer of fog along the ground for a feeling of crisp, evening air. It’d be sexy.



  • Please, just dont make it so that you cant see more than 10 feet in front of you. All of the maps with limited visibility are terrible, and it would be a shame to ruin a map by doing that.



  • When nemo suggested fog and i suggested dust never did we say “use z clipping option” to limit visibilty.

    And its only outside for the feeling.



  • Thin layer = below eye level, therefore, seeability.



  • why do you assume fog is so dense, it can be above eye level and visible.



  • Dense, thin layer at foot level.



  • Because he said limited visibility in response to the thin layer of fog.



  • Right, and I’m saying at foot level, visibility isn’t a problem.

    Like so:




  • The inside is clean as it is the bit that is currently being worked on. I posted that screenshot mainly to show the derrik in that room.



  • put more than one turret, otherwise people will kill for them



  • @AlCpwnage1337:

    looks good, add some dust outside, it seems it could fit in with the mood.

    zm_westwood, no.



  • Like your opinion matters.



  • lol u mad?


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