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Fix Splat
Add Blocking Zones around the Rocks or Moved the Rocks
Upload later the Map
Add Blocking Volumes.(Behind Gate, Vent, Buildings) Fix Statics
Can someone test the mod. Need a confirmation that the mod is running
Can someone test the mod. Need a confirmation that the mod is running.
I LOVE THIS GAME
Stacking Images have been uploaded.
PDA 2 are in the "Pool" in front of the Mainbuilding, left from the Barrel with the Scientist. The Code are 851212.
I hope this Helps
Apart from a lot of the plants hovering slightly off the ground, it was a decent looking map. I also liked the vast amount of space for crate/barrel stacking.
However, there was a ridiculous amount of trash and blood spatters outside the map, and impossible to deal with, even using ghost mode. Also the bullet casings seemed to be just strewn randomly throughout the map, often with individual casings just tossed into the brush. The shovel had no real purpose in the map, and I felt like it could have used a few more empty medkits. Half the corpses didn't even have id tags with them.
Overall I have to give this one a 4/10.
in the map because i can't find one code
The second PDA for the laboratory u will find on a wet place.
Thank you very much to make such a great map! It was fun to clean there.
Add Spline
Add Remote Camera
Add Statics (Custom Fence, Pipes and more)
Add various Splat
Change Textures
Maybe i will make a third Update
U will find the first PDA close to the pump building.(Small Building in the corner)
The second PDA for the laboratory u will find on a wet place.
Another Update is in work
Add Statics/Splines
Change Textures(Different Concrete Textures)
More Pids
+1
Map is pretty huge, but not filled with cluttler, so it's not a chore to clean.
Rooms like enex said are nicely scripted.
I can see what they say about too much concrete textures, but maybe just tossing in a few more wall details (pipes/vents etc) would break up the "samey feel" of the walls.
Story pdfs or notes would be a great addition
and as for the music it's tough to get spot on but tinker with the attentuation(sp) and you'll nail it i think.
Had no problem cleaning it up, and was a nice change from the small confined maps.
+1
maybe hide a few door code pda's like in bushes or on top of shipping containers etc
it be nice to have a j-harm or 2 to use too to reach high walls if shoot with welder n make a mess(then can clean the high up mess:)
maybe add pids/usb sticks in next map update its easy to do look at black eagle's guide:)
perhaps add more money to the secret safe =more rewarding:)
nice work for 1st map=keep up the good work
you can add a big banger radio near where the music starts playing
pickup radio to stop the music=works well if player wants to mute the music
ya can also add a random switch to randomise the music if want to play a different song each time map loads:)
eNex has a good point about textures vs visuals ballance theres abit too much concrete
experiment with that to break up the colours
Changes
I add a second Incinerator and Bucket Dispenser near Mapstart.
I Remove 2 from 4 Keycodes, i keep only the key for the laboratory and court.
I Optimize the Blocking Volumes
Fix Metal Plates (Gap)
When i was tested the Map, my Clanmates find the PDA fast, other Clanmates say please no Music. It's no easy to find the perfect balance.
Upload Today
audio
Could use some richness.Noticed music started playing as soon as
I entered outside portion and after it stopped that was it.Im currently doing research on audio
so check some youtube videos on how to add soundcue and list of songs randomized.
Not even songs but ambient tracks, those really help to a feel of the map.
Every indoor alarm is same - same sound, same teture.Could use some variation there.
Take all this as constructive criticism.You don't have to listen to me.But if you try to
incorporate some feedback I think it would result in better map.Good work on relese -
I know is a effort and great feeling when you actually make a public all that hard work!
minor: The warning lights don't shine red, and they don't rotate.
Diminish a bit immersion.Ways to improve? Make light red (prop
light mesh should be red) and make it bit bigger to make it look
like rotating light or rotate it.
Gameplay:
Glaring issue here is pathfinding from thrash to incinerator -
it takes minutes to reach them from labs and imagining every
crate hauling for mintues just to get them to inci. doesn't sound
fun or appealing to me.To alleviate the issue you should either
rethink placements (where would it make sense and not
make player haul thrash for minutes?)
Every door have passcode.And passcodes are on panels on random
location.That seem very gamey so I would break up with some
gates have pass some don't.Make passcode meaningful to get
or is gonna feel very gamey.
Hey! Good work on first map.
I really like amount of coding that went into rooms and those are really
bright examples of well done atmosphere.(alarms and deactivation of them)
I liked interior design.I digged random explosion from chimney.
Things to improve on:
Let me try to classify them:
Visual: You have lots of bsp brushes with same textures which tends to
make things look unnatural - no wall is exactly the same as the other one.
The way I approach this is to vary walls texture s from section to section,
als to tile them /(F5) on bsp and you can scale them, rotate them, move
them, pretty handy for variation.
Some things don't fit together - like robotic door in a storage area -
way to think ahead for next map - have design look similar and fit
the purpose of the room.
ima check it out in a few hours from now
Thx @ ENEX, A Janitor, Cannonfodder and Blackeagle for the Help.