☑ [WIP] zm_abandoned_tunnels

Makaify

Well-Known Member
Mapper
Donator
20 May 2017
112
152
43
31
Finland
After taking a long break from making maps, I decided to start working on a project that I have been visioning literally for years. Over the years, I've made countless prototypes, but they have always fallen short of actually becoming something playable, never quite achieving what I wanted from them. This time, however, I'm confident I've managed to come up with something that will actually see the light of day.

It's been a while since I posted here, and I wish to start from a clean table. I was rude to some people in this community, and it pains me going back and reading those messages. I would like to apologize to everyone I offended.

I will be posting more updates as the map progresses. I expect the map to be complete some time this summer.
 

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Well shit... this map is the biggest one I've ever done. I've already put a couple hundred hours into it, but there's still so much to do. 2-3 more weeks before we can test it, I'll let you know...
Custom water textures by TopHATTwaffle.
 

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Elevator shafts... is it worth to detail them? I think so! Here's one shaft for you to look at. :)
 

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Hope it´s going well with the map. I´m excited to see how it plays :)
 
Hope it´s going well with the map. I´m excited to see how it plays :)
It's going... I've been busy the past week, so no further development has been done. The biggest issue right now is the lighting - the lighting is very bad at the moment. Also, there are a few areas that still need to be detailed. The central stairway also needs some love. I don't know how long it's going to take... probably another month or so.
 
I'm sorry to have to announce this, but I'm placing this map on hold for now. An indie game project I used to work on has sparked my interest again, so I'm going to be devoting most of my free time in that.
 
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I'm shifting my focus back. Currently, I'm working on the lighting, as it needs some serious work. The map being so huge, it's going to take some time. There are also some areas that still need to be detailed.
(You can delete my previous message, if you want to.)
 
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New screenshots from Hammer. All of these are from the central area of the map. It really is a big map.
(I will switch the crate textures around, so it won't be the same each crate)
 

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New set of hammer screenshots.
Map is near completion. Some finishing touches with detail still needs to be done. Lighting is about half way done. Optimization is also a task ahead. However, when testing the map, I'm seeing high hundreds of fps in all areas even without any manual optimization. Doesn't mean I won't do any, though.
Stay tuned.
 

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Looks good! Just a heads up, People on the server tend to rtv new maps because they dont know the camp spots. So if they do don't think its a bad map its just people beeing noobs :p
 
Looks good! Just a heads up, People on the server tend to rtv new maps because they dont know the camp spots. So if they do don't think its a bad map its just people beeing noobs :p
+1 from me but , is this high fps map ?
 
New set of hammer screenshots.
Map is near completion. Some finishing touches with detail still needs to be done. Lighting is about half way done. Optimization is also a task ahead. However, when testing the map, I'm seeing high hundreds of fps in all areas even without any manual optimization. Doesn't mean I won't do any, though.
Stay tuned.

Maybe in Singleplayer there is great fps but remember we running a 64 slot Server, on my newest map npst there was great fps too but Well the server or engine cant run the map fine just with few players, its a sad thing if we make a godness map detailed asf but we cant run it, we will see it if u finished it.

Greetings
TheRalle
 
Thanks for raising the concern about fps. If I can reassure you, I've been making hammer maps for about 14 years now. Alot of my maps have been crap. But every map has been a learning experience. Zombie maps are pretty taxing on the pc/server. The number of moving players is one reason, but the movable props are also a big one. When a player moves a prop - either by touching or shooting it - the server has to update that to all of the players in the area. The more there are moving parts the server needs to update to players, the worse the performance will get. (Server side does affect client side) The main area of this map is open - which I will optimize - but the map is made 95% out of brushes. (Brushes are cheap performance-wise) Not only that but there are (at this time) only 2 movable props. While the central "tube" is the main part of the map, I've been making sure the player pool will spread as across the map as possible.

One good example is the original 4way_tunnel map. I remember my fps tanking when ever the crate was dropped in the main area. That's because most players would always be around that area, and the server would have to update as the crate was dropping, to each player. Similar thing can be experienced when there are a lot of movable crates. If someone throws a grenade in the middle, the server will suffer and so will the players until the crates stop moving.

So... when designing the map, my plan was to make the server mostly only have to worry about player movement and shooting, and the moving elevators. The rest is client side. 64 moving players will absolutely affect performance, but I'm confident - with all of the STATIC detail the map has - it will be fine.
 
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Quick update on different stages im working on:
  • Final lighting pass
  • Final detail pass
  • Optimization pass
  • Sound pass

Here's some new Hammer shots, too! Last pic is of the central stairway - haven't shown it before. Still needs some detail, but you get the idea what it's going to be like.
 

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looks like a good hunting map .

The map remembers me at a Unreal Tournament 2004 map :D

plz finish it , it could be my next favorite map !
 
Probably the last update before the map is done.

Completed since last update:
  • Optimization
  • Lighting
  • Final detail

To do:
  • Final sound pass
  • Misc. map stuff for release

Spent 7 hours today doing this across the whole map. (picture) I have a headache now...
 

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DO NOT UPLOAD TO A SERVER!

This is a test - only a test. The map is ready to be tested. Please provide feedback on the map. Don't hold back, let me know if you like it or hate it. If you hate it, please specify which part. Thank you!

Known issues:


  • Starting area is lacking in detail (ropes hanging from nothing)
  • Soundscapes are bugged
  • Central stairway sometimes makes unwanted metal sound when the player walks
  • Foliage props are fullbright ( @ThirtyEight and I are working on it)
  • Custom water is solid
  • Waterfall sound is loud in some parts
  • Waterfall is solid
  • Some decals are leaking onto unwanted brushes
  • Some areas suffer frame drops

I hope I packed every custom texture in the map...

DO NOT UPLOAD TO A SERVER!
 

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Ingame screenshots for those who are too lazy to test it.
 

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Help needed!
When you load the map, which one of these screenshots looks more like you saw?
 

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