zf_mall Beta 1

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Stephen
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zf_mall Beta 1

Post by Stephen » May 9th, 2010, 11:08 pm

This is not ready for playing yet but its based off dead center final

theres still lots to go

anyways

http://www.addictiontogaming.com/stuff/ ... all_b1.bsp


lemme know if you see any purple and black textures.

some textures might be half life 2 hard to weed them out lol
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Re: zf_mall Beta 1

Post by Desseler » May 10th, 2010, 12:02 am

fps: 114---ping: 0 ms------------------20/s
in : 68----1.36 k/s lerp: 100.0 ms----20.3/s
out: 74----4.27 k/s------------------59.0/s
-------------------------------------100/s

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Re: zf_mall Beta 1

Post by Darkblaze » May 10th, 2010, 12:40 am

THE ATG MAP RACE STEPHAN VS JOE
MORE AT 11.
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Re: zf_mall Beta 1

Post by PRETENDICA » May 10th, 2010, 11:09 am

I get the word ERROR instead of the sniper truck. Otherwise it looks great. It would be cool if the elevator worked. But I guess it doesn't once you go down it and start the level in l4d, so nevermind (it'd still be cool :lol: ). I found a couple nooks to perch on, but I have a feeling it will be a tough one for the survivors. Great Job, Stephen. I love the inside of the kiosk on the lower level, the wood grain looks great. Did you use a Japanese Burnisher or a Bavarian Chisel, I can't tell.
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Stephen
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Re: zf_mall Beta 1

Post by Stephen » May 10th, 2010, 1:00 pm

im still undecided if i want the elevator to work or not, it will be more of a death trap for people.

i still got lots to go, i just wanted to finish the rough layout. so it could properly compile.

i only went with two floors rather then the 3 to keep gameplay a little shorter.

also i plan to convert this to a prop hunt map afterwards.


also i may make another version of it for cp, you gotta run to a few different cp's then to the final one of the truck. to make it kinda like l4d but well see.
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Re: zf_mall Beta 1

Post by Joe » May 10th, 2010, 3:21 pm

Idk if this is possible but could you make the elevator the first Zombie spawn for each round and have them spawn in it as it gets to either of the floors. Once it gets to the floor it opens and lets them out and then their other spawns activate.
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Re: zf_mall Beta 1

Post by Snake Oil Salesman » May 10th, 2010, 7:33 pm

Hmm, it is looking a little bland, but I suppose its supposed to. How do you plan to flesh it out? (lighting, props, and the sort)
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Stephen
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Re: zf_mall Beta 1

Post by Stephen » May 10th, 2010, 10:30 pm

like i said twice, ive got lots to go. better brush work, props, lighting, sounds, and texturing.
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Re: zf_mall Beta 1

Post by SanVich » June 18th, 2010, 1:02 am

Hey stephen, there's a problem where zombie players can constantly repick their class so that they end up in one of the ground floor spawns, and are able to go through the spawn doors and attack survivors before the round setup is over.
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Stephen
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Re: zf_mall Beta 1

Post by Stephen » June 18th, 2010, 1:58 pm

yeah i know, i just havent released new version with all the fixs.

probalbly only going to release scvanger mode version now.

might release a beta version of it this weekend but i might just wait till dirtymimuth gets around to implementing zf_gamerules as he has a good enough reason to use it now
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Re: zf_mall Beta 1

Post by SanVich » July 31st, 2010, 10:10 pm

Hey stephen, I was playing around on your scavenger version of mall, and I gotta say it's pretty neat. I hope to see this one released soon :)

Also whatever happened to the normal mall map in the rotation(it's gone :( )
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