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Mr. Green Gaming

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Hello Ladies and Gentlemen! I would like to proudly present my latest sdk project which started on the 2nd January!

This map is supposed to be an evolution and an adaptation of a form of zs_hazard and zs_necrotic based totally underground, as for what the map actually is, is beyond knowing apart from just more zombie infested storage rooms. Originally I intended it to be the "basement" of a prison or a big facility and in a way I can still say it is.

So Far:

  • Half or Less of lighting finished ( some lights still need tweaking as they are either too bright or can be made better ).
  • Most of the raw design which is 75%-85%.
  • 80% Worked textures ( some textures especially in the undeveloped area need changing ).
  • 11 Area portals to optimise the map ( more are required as the map continues to develop ).
  • Other minor optimising work.

What I'm planning next:

  • Developing and lighting the dark part of the map as well as more area portals.
  • Making the tunnels feel more real and less blocky.

What I'm planning near the end of the map's development, so dont ask me about:

  • Sounds
  • Decals
  • Visual Effects
  • Touch of horror

Please feel free to give constructive criticism ( Botervloot ) and fairly decent suggestions

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Edited by Pufulet
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What I'm planning near the end of the map's development, so dont ask me about:

  • Sounds
  • Decals
  • Visual Effects
  • Touch of horror

What are going to be Visual Effects?

off the top of my head, env_flare and a neat effect I used in zs_greenie_lounge which emits this type cloudy smoke which I personally think can be used really well.

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What I'm planning near the end of the map's development, so dont ask me about:

  • Sounds
  • Decals
  • Visual Effects
  • Touch of horror

What are going to be Visual Effects?

off the top of my head, env_flare and a neat effect I used in zs_greenie_lounge which emits this type cloudy smoke which I personally think can be used really well.

THEN IMA DO COLOR_CORRECTION FOR YA.

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Developed the other side of the map a bit using different lights.

Next Step

Tweak some lights.

Change the yellow env_lightglow as they get too bright when standing far from them.

Tweak a few area portals.

Develop the dark red tile wall area. ( pics 2-7 )

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Edited by Pufulet
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