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Author Topic: CiTRON's Sanctuary Map  (Read 3236 times)

CiTRON

  • April 2012
  • 7 Posts
    • STEAM_0:1:27583205 STEAM_0:1:27583205
« March 09, 2014, 06:40:51 PM » #11148
In-Game Name: CiTRON
Projects:Currently, I've been working on the sa_bridge map, but I've also worked on a Cinema map for another community called "Raphy's Lands". Unfortunely I seem to have lost my screenshots and the BSP.
Portfolio/Images of previous maps or current maps you are working on:http://imgur.com/a/El9Y8
(Optional) Your personal favorite image of a map you have made:http://i.imgur.com/wTurZfE.jpg
(Optional) Link to maps you have made:http://puu.sh/7p6z7.bsp It's puushed so it should download automatically. I'm afraid I can't find the link to the Cinema Map I've made, but if you want backup that I made it you can ask a person named Rollersteaam, he might have a screenshot lying around.
Other reasons why you should be a map developer for MoronYard:I've been playing on MoronYard for a while now, more than a year I would assume. I've always loved Slope, it's one of the most fun things in GMod according to me, maybe not for others but it sure is a fun game mode.
I'm 17 and act in a mature way, I always do my best and usually it ends up pretty good. I'm from Sweden, so I'm available  during the afternoons and mostly the whole weekend unless I'm up to something.

I hope you read this, and I'll be happy to be around for advice and other things. The map is 99% finished, might add some things if there are any suggestions from you administrators/moderators.

Thank You!

CiTRON

« Last Edit: March 13, 2014, 01:57:35 PM by nonSENSE »
x2 x1 x1

nonSENSE

  • September 2011
  • 1365 Posts
    • STEAM_0:0:11953676 STEAM_0:0:11953676
« March 10, 2014, 12:08:06 PM » #11153
Hi CiTRON! Thank you for your application! I have had a look at your map and it looks pretty great so far! Here are a few things that need to be fixed in order for me to fully test the map;

  • The size of the map can be reduced by about 60-70%. Mobs will travel slowly, at about 30-40 units / second in the early level, and players will remain in their sanctuary during the wave; thus the map only needs to be 2-3 times the size of a player's screen in width.
  • There should be 8-10 starting spawnpoints for the mobs / zombies (we use info_player_terrorist for those) on the far left side of the bridge. Please make sure that these spawnpoints are aligned properly with the player spawnpoints (info_player_start).
  • There needs to be a definitive sanctuary / barricade the player can get to on the right side of the map; in this case, that could be a roadblock the player can get behind, tipped vehicles, barrels, etc.

Other minor things:

  • The right side of the bridge is missing a trigger_hurt.
  • Instead of having the players / mobs walk on the sidewalk of the bridge, consider moving the "walkway" (as described in the main Sanctuary thread) to the center of the bridge as shown in this picture:


CiTRON

  • April 2012
  • 7 Posts
    • STEAM_0:1:27583205 STEAM_0:1:27583205
« March 10, 2014, 05:03:57 PM » #11155
Thank you nonSENSE for your help, I have now fixed/added the things you suggested me to do. I've also updated the skybox, using pakrat to put all the textures in.

Here's the new DL link, once again, thank you for the criticism.
http://puu.sh/7qgAn.bsp

CiTRON

nonSENSE

  • September 2011
  • 1365 Posts
    • STEAM_0:0:11953676 STEAM_0:0:11953676
« March 10, 2014, 10:49:47 PM » #11159
The map is starting to look pretty great, however I encountered a few more issues I had not anticipated (sorry):

  • The orientation of the map is "reversed"; we have a rather complex movement and camera system in place, so we need the map to be oriented in a certain way. I'll post the layout of our test-map in hammer as a reference (your map needs to be rotated 180°):



    Link to the VMF: http://stebbzor.com/i/sa_easy_v5.vmf
  • The space between zombie spawns is a bit small. Could be doubled.
  • Two props need to be adjusted:
    • This car needs to be moved out of the walkway (currently players collide with it, offsetting their y coordinate by a few units):

    • This middle barricade prop needs to be removed (it will be replaced with a different entity)

Thanks in advance!


CiTRON

  • April 2012
  • 7 Posts
    • STEAM_0:1:27583205 STEAM_0:1:27583205
« March 11, 2014, 08:38:11 AM » #11162
The rotation is all on me. I decided to rotate it all 180° so you could see the moon from the camera perspective, little did I know that it would cause such a big difference. Sorry 'bout that. I'll increase the space when I get home, I'm currently in school and I can't use Hammer there because they've decided to use some Mac OS.

I had moved the car in my other build, but it seems like it was reset when I messed up the light_environment. When I get home I'll get to work immediately, shouldn't take more than 15 minutes.

Thanks once again.

EDIT:

*Updated the link once again* Forgot to move the benches.

So I've updated the map with a few changes you mentioned, I also made it easier for you to see at the sanctuary by moving down the oildrums from the sidewalk on the road and laid them down.

Here's the new DL link:
http://puu.sh/7rg3d.bsp

CiTRON

« Last Edit: March 11, 2014, 11:46:10 AM by CiTRON »

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