[uploaded 4 testing] zm_murkwater

Makaify

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zm_murkwater

New map I've been working on. Still needs plenty more work. Thanks to Soup for the map name!

Näyttökuva 2024-04-14 015432.png
Näyttökuva 2024-04-14 015458.png


Näyttökuva 2024-04-14 015924.png
Näyttökuva 2024-04-14 015836.png


Näyttökuva 2024-04-14 015528.png
Näyttökuva 2024-04-14 015646.png


Näyttökuva 2024-04-14 015736.png
 

Makaify

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I don't usually do this, but I'm gonna drop the unfinished version of the map, so you can test it out. Please keep in mind that it is a work in progress. Plenty of detail missing in some areas. There is no optimization done. No clip brushes preventing unfair spots etc. Also, don't forget to place the contents of the material folder. I spent hours getting the color correction to work. Make sure to enable color correction in your ingame settings, too.

I would really appreciate if someone can figure out the the flicker issue with the water. Also, if someone wants to help fix some full lit props. :)

zm_murkwater_a10000.jpg
zm_murkwater_a10001.jpg
 

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  • zm_murkwater.rar
    5.3 MB · Views: 10

Makaify

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Any feedback? Or does the map suck so much nobody wants to say anything...
I might have to bother 38 to fix those props for me again.
 

ღ Zicke ღ

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There is no purchase option even though this is the spawn point

zm_murkwater_a10000.jpg


I think it's a texture error
zm_murkwater_a10001.jpg


Put a fence between the two walls and put a small box at the bottom then you could camp there too
zm_murkwater_a10002.jpg


If you put a box there you could also use the spot
zm_murkwater_a10004.jpg


Put a box there for the spot
zm_murkwater_a10006.jpg


Space could potentially become a problem if someone camps in the trash can. The zombies could get a boost
zm_murkwater_a10005.jpg


This spot would be good if it were perhaps a little smaller and usable
zm_murkwater_a10007.jpg


the same as here, smaller and usable
zm_murkwater_a10008.jpg


I didn't notice anything else, maybe someone else will find something that should or can be edited, but otherwise I think the map is nice.
 
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Soup^

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Apologies for the lack of feedback,life has been pretty busy as of lately!

I see that Zicke has covered most of the stuff I wanted to mention after testing the map on a local server,only one small thing to add:

20240501154917_1.jpg


You can't climb up on this container from the side you see,there is like an invisible line across the container blocking the way,so it seems like you "hit your head" everytime you try to jump on it.
 
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Makaify

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Thanks for the feedback!

All of the mentioned areas have been modified. That map version didn't include the final spawn locations, so that's why there were no buyzones. And yeah, I forgot to include the waterfall texture, which caused that texture issue. I will try to release the next test version of the map tomorrow. Until then, here's some screenshots of the latest version.

zm_murkwater_a20000.jpg
zm_murkwater_a20001.jpg
zm_murkwater_a20002.jpg
zm_murkwater_a20003.jpg
zm_murkwater_a20004.jpg
zm_murkwater_a20005.jpg


Also, Soup, what kind of settings are you using... Looking at your screenshot makes me sad. :( (screenshots above were taken ingame)
 

Soup^

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I don't understand if it makes you sad in a good or a bad way,I use highest settings possible for CSS since I am on a new pc.
 

Molsted

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I don't understand if it makes you sad in a good or a bad way,I use highest settings possible for CSS since I am on a new pc.
Its the lighting ;) Nothing hurts a mapper more than seing full brightness
 

Makaify

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Here's the latest version for testing.

Added spawnpoints and buyzones
Added optimization (still needs more work in some areas)
Added clip brushes
Added more detail
Other stuff I can't remember right now.

I packed the custom waterwall texture and the color correction file in the bsp. Let me know if they don't work. Also, Im testing some occluders in this version. See if you can spot where they are with mat_wireframe 1 console command. :)
Should be able to release V1 of the map next weekend. :)
 

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  • zm_murkwater_a2.rar
    5.7 MB · Views: 6

K4marad

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I don't understand if it makes you sad in a good or a bad way,I use highest settings possible for CSS since I am on a new pc.
1714855051648.png
<-- from post #4
Also, there is a folder named Materials, be sure to copy that one into your cstrike folder ;)
video, advanced, color correction
1714855328153.png
 
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SOUR

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If I told you, I'd have to kill you.
Here's the latest version for testing.

Added spawnpoints and buyzones
Added optimization (still needs more work in some areas)
Added clip brushes
Added more detail
Other stuff I can't remember right now.

I packed the custom waterwall texture and the color correction file in the bsp. Let me know if they don't work. Also, Im testing some occluders in this version. See if you can spot where they are with mat_wireframe 1 console command. :)
Should be able to release V1 of the map next weekend. :)
Everything looks clear to me! love the details you do on every map. hope to see it on the server for testing soon!
 

ღ Zicke ღ

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Now things look better with the water :)
zm_murkwater_a20000.jpg


Can you make the waterfall a little longer or add foam, that would maybe look good too?
zm_murkwater_a20005.jpg


Make a small box or something so that can use the spot
zm_murkwater_a20004.jpg


A fence and a small box mean that this spot can also be used
zm_murkwater_a20003.jpg


do the spot like the other one
zm_murkwater_a20001.jpg


also solved well, i think it's better that way
zm_murkwater_a20007.jpg
 

Attachments

  • zm_murkwater_a20002.jpg
    zm_murkwater_a20002.jpg
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Soup^

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I run everything on default/recommended,way too bored to make any changes to my settings to make my game look more "aesthetic" lol,appreciate the corrections don't get me wrong,I just don't play this game for the looks.
View attachment 19055 <-- from post #4
Also, there is a folder named Materials, be sure to copy that one into your cstrike folder ;)
video, advanced, color correction
View attachment 19057
 
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easy

Dances With Zombiez
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This spot might need a fix mate:

1714928352380.png


Not only it is might be too easy to defend - zombiez get stuck in the wall and then it is giving other zombiez a hard time to enter (unless CTs are noobish enough to shoot the stucked fatty)

Uploaded for testing - more feedback is welcome!