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MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
Looking at the reference picture from the first post it looks like the glass windows on the catwalk area open in a couple places, that might make a cool escape for people who are getting trapped from both sides by the zombies to at least have one window in the middle of the catwalk that is open.
I'm looking at the structure and it's all the same color of white/gray. I'm not entirely sure what to change or where but it could use some contrasting colors, something to add some variety. I understand we are only a few weeks into the contest so maybe you were already planning that.
Lastly, for now, having zombies pull off boards and climb over wood debris looks out of place, like maybe the zombies should just climb over the concrete.
Or make them break down glass pieces like in five or concrete hole in the wall.
Looking at the reference picture from the first post it looks like the glass windows on the catwalk area open in a couple places, that might make a cool escape for people who are getting trapped from both sides by the zombies to at least have one window in the middle of the catwalk that is open.
I'm looking at the structure and it's all the same color of white/gray. I'm not entirely sure what to change or where but it could use some contrasting colors, something to add some variety. I understand we are only a few weeks into the contest so maybe you were already planning that.
Lastly, for now, having zombies pull off boards and climb over wood debris looks out of place, like maybe the zombies should just climb over the concrete.
yeah I definitely agree. Ill smash some of those windows out .
I added a yellow mid detail on the walls (look at the kitchen)
and yeah the wood doesnt belong definitely will switch to hard plastics/metal. but I want to keep atleast 2/4 of the entries boarded up
Lastly, for now, having zombies pull off boards and climb over wood debris looks out of place, like maybe the zombies should just climb over the concrete.
Or by coincidence the mansion is build on an abandoned cemetery and the zombie rise from the garden too
not too much change visually this week. mostly technical invisible stuff (clips and traverses). still trying to get that storm brewing feel for the map. Also adding a downstairs basement! (you can see the doors)
not too much change visually this week. mostly technical invisible stuff (clips and traverses). still trying to get that storm brewing feel for the map. Also adding a downstairs basement! (you can see the doors)
Cool gameplay video Jay. With the different levels and routes you can take its got a multiplayer feel to it as well. It'd make for some good competitive gameplay.
My 1000th post. It's almost like my birthday, Christmas and the McRib was back all on the same day.
//or for a wider view node = getentityarray("nodes","targetname"); for(i=0;i<node.size;i++){ Within_Fov( self.origin, self getPlayerAngles(), node[i].origin, cos( 30 )) node[i] activate_trap(); }
ps i recomend using nodes for this since its hard for most people to figure out where the origin is for a brush(trigger)
it is, but you have to pair with what trap you want by pressing F on the trigger. Then you get a waypoint on that trap and can activate the trap from about a half-maps distance away.
Would make this map 10x better if you had the palm trees being vigorously being blown and the estate was on a mountainside and you could see a storm brewing at sea. Still, the map is great as-is.