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Excellent
- Group:
- Server Admins
- Active Posts:
- 2,034 (2.45 per day)
- Most Active In:
- Garry's Mod (482 posts)
- Joined:
- 14-February 10
- Profile Views:
- 56,098
- Last Active:
Yesterday, 22:44- Currently:
- Offline
My Information
- Member Title:
- Mr.Zombie Survival
- Age:
- 17 years old
- Birthday:
- March 25, 1995
- Gender:
-
Male
- Location:
- Weo's Mountain Cottage
- Interests:
- Gaming / Computers / Level Designing / Games Development / Turtles / Music / Food / Blizzard FTW / Vodka / Source SDK / Game Recording
Contact Information
- E-mail:
- Private
- Website URL:
-
http://www.youtube.com/user/Pufulet500
- Steam:
-
Pufulet
Topics I've Started
-
zs_dump_v2
26 April 2012 - 13:31
Good afternoon everyone. Today I would like to present the sequel to a map well known by all the common zs players. I started this project on 12th April and have been developing it since. One of the main things you might notice about it, is that its more enclosed and prettier to look at. In the pictures you will not see any toxic slime, filthyness, crap everywhere or the famous catwalks. Those will be added in what I simply refer to as the "Outside Area" of the map. In the sequel Im going for a more enclosed and more indoor feeling because I want to make it actually possible to cade the map as well as keeping the element of being able to fight outside a cade and still have a fair chance of surviving.
A benefit of doing things like this is that I can optimise the map to give it framerate that promises to stick over 100 at any given time. Another thing im going for is to make it less blocky and more "natural". This is an important thing I have not actually started properly apart from the "Outside Area" which is kept secret for now. Most areas are subject to change in design and textures and I still have lots of expanding to do. I have gone for a zs_seclusion + zs_dump theme as you might notice in some areas.
My plan for next update:
- More expansion
- Changing a couple of current areas
- Less blockyness
- Minor decal work
- Minor prop work - I prefer to leave props and decals till the very end now.
- Cubemaps
- Youtube video showing the current map (26th April version)
-
Calling out to Current ZS Players
09 April 2012 - 18:28
Some of you may know that I am quite the zs map enthusiast and for quite a while I have been trying to do my part in getting the server new map content, however that is generally not an easy task and its slow to accomplish. I am one of the people that provides map packs which contain several maps for the server. I do this because I want to see the server have a bigger map range and a wider variety of maps and I enjoy working with maps. One of the things that frustrates me is spending time making maps or puting map packs together and not seeing them reach the players. Me and Darkness made a map called Nowhere which was released on the 16 June 2011 and it was in one of the map packs. It still has not been added along with some of my other maps but thats not the reason I made this topic, its just an example I want to point out and im sure there is valid reason as to why its not and thats fine.
Im sure most of you are aware that playing new zs maps is a very rare thing and that we have been playing the same maps over and over again for years but that does not have to be a bad thing. What is, is that how often we sometimes end up playing the same map twice in under a few hours because of the lack of maps.
After a period of time this starts to feel dull and the map loses its excitment, how many times do we play subway_trainstation or fortress? On the server we also have some maps that the players dislike such as lostcoast house, virus inside joe and gravity. We also have some maps that can be broken or exploited even with exploit boxes. These have been around for quite a while. What im trying to point out is the lack of good map flow the server has and it seems like the players dont actually get a say in these maps and dont get to suggest new things as well as hardly any fresh content provided for the players to experience on the server. I know for a fact that this can easily be changed.
What I have suggested a couple of times is that I should be given a chance to have full access to managing the server's maps. This might sound bad to some of you, and of course it will because I have made a few mistakes when I did have access, that being because I had to handle lots of files and folders, with maps its far easier and I fully know what Im doing.. I also added a map with zombie bad spawns in the latest map pack and I see that mistake, but I decompiled that map and fixed it myself. Cant always be flawless.
What I would provide if given a chance to manage the maps is a good flow of map management which includes adding maps, removing bad maps, fixing maps and making remakes of old maps, I plan on doing this by having a good flow of information with the players by providing changelogs, looking at requests and using my knowledge of mapping and being one the players that is on the server daily. I would compose lists of maps, share them in a topic and get players to say their opinions of those maps and if they like them, add them. If players find flaws in maps I can simply decompile them and fix them as well as changing anything in those maps.
I leave this with the current zs players, feel free to discuss this among yourselves and ask me any questions. Players are the main people who should get a say.
Thanks for reading. -
Project: ZS Maps Remake
05 April 2012 - 22:31
Hello everyone, no glorious intro like map progressions. Just to the point. I am now planning on doing a little SDK project which is to remake maps that are played often that are not really good and turn them into enjoyable new things. The map that I wanted to give a make-up the most had to be zs_woodhouse_rain. Horrible displacements, bad trees, bad house design and hardly any or no starting zombie defence.
I have turned it into something similar to greenie_lounge using the same theme and made it pretty to look at.
You should be able to tell the difference from new version and old. I hope.
You might notice 2 rusty ugly looking pipes at z spawn. Those are cannons that launch you towards the house, swift transportation that discourages humans to run outside as they will get blasted with zombies.
Woodhouse Rain Remake
http://www.garrysmod...=view&id=129385
I will be using this topic for future remakes. Stay Tuned. -
zs_egypt
03 February 2012 - 23:17
Hello Ladies and Gentlemen! I would like to proudly present my latest sdk project which is a zombie survival map based around an egyption idea.
This time I have decided to go for something more brightly lit as well as a more unique theme that is not generally used for zombie survival.
The map has a beautiful skybox which is linked with a magnificant sun with the perfect lighting which took hours to get just right. The main "fort" is the temple which is the centre of the map.
There is also some underground work which is also the zombie spawn. On the left side of the temple there is some work in progress pufu scaffolding which will be linked with the top of the temple. Overall there are many entrances and never any deadends as well as a couple of spots to barricade. I tried my best to stick with the correct props to keep the atmospheric feeling.
So Far:
- Most of the lights
- Most of the raw design which is 95%+
- 95% Worked textures.
- Area portals to optimise the map ( few more may be added ).
- Other minor optimising work.
What I'm planning next:
- Develop the scaffolding.
- Tweaking the floodlights so they are not blinding.
- More fitting props and detail.
- Correct some underground lighting.
- Displacements ( Sandy Hills ).
What I'm planning near the end of the map's development, so dont ask me about:
- Sounds
Please feel free to give constructive criticism ( Botervloot ) and minor suggestions
Special thanks to Silkroad and FireWaveZ for getting the egyption textures: http://www.gamebanan...s/textures/3214 -
A Successful Karaoke Night
22 January 2012 - 10:33
Yesterday as some of you might of heard, there was a glorious karaoke night were the main show was me and mogadon singing to weo beautifully. After we sang the first song which was clearly the best because everyone got a tad too excited, especially weo. The songs are in no particular order and I might of forgotten a song or two.
Box recorded the whole thing so we will see if we can get some of those lovely clips on here.
Maybe we might do another karaoke night in the future.
SUPER AWESOME SONGS:
Gunther - Ding Dong Song - First song of the evening, it got everyone a bit too excited.
Moves LikeJaggerWeo - Maroon 5
LMFAO - I'm Sexy And I Know It -
Haddaway - What is love
Bruno Mars - The Lazy Song
O-Zone - Dragostea Din Tei
Adele - Someone LikeYouWeo - Brang a tear to everyone's eye.
Pitbull - Give Me Everything - Pufulet solo
Right Said Fred - I`m Too Sexy - Weo Solo
Friends
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Ywa
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Deluvas
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Damien
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Mr. Darkness
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Sneed
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stalker-du...
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Messy
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mogadonskoda
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lame shot
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MiF
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Dominator24
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NourFreeman
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Deathsongx3
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Weo
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Shock120
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hybrid mog...
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Raptor
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TehFailZoo
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Bluddorn
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Proto60
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dreamkiller
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TechnoNegro
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rui_troia
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RaIdErSfAn64
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Jason0905
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Psychopeti...
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Toxik
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wezrine
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Forever a....
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Mathijs1996
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Antz
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oogappeltje
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Jadja-
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Bluewolf
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Sentra
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Tonyhok_NL
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Mansen
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F1ddle D1ddle
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Trollswords

Help
Find My Content
Comments
Pufulet
04 Dec 2011 - 10:50Luke Nukem
04 Dec 2011 - 02:05Tennisballesser
19 Oct 2011 - 21:36Raptor
11 Oct 2011 - 20:34Raptor
11 Oct 2011 - 20:34lame shot
05 Oct 2011 - 20:40TechnoNegro
29 Sep 2011 - 20:26Sacrevy
26 Aug 2011 - 10:02TechnoNegro
06 Aug 2011 - 23:32NECROSSIN
24 May 2011 - 19:41Silver Dot
24 May 2011 - 19:32BlueYoshi97
24 May 2011 - 19:18Mr. Darkness
29 Apr 2011 - 12:18terminator
25 Mar 2011 - 12:40Messy
25 Mar 2011 - 09:57