This mod is in development. Weapons and enemies will be put in without recompiling the dll. The team is already got a mapper, props/rag doll modeler, semi-knowledgeable script er, sound maker, and texture maker. Every field of a team is met and now it is being worked on. No concept art needed.. only work from here on out. The Releasable date is unknown.. The storyline starts out as you woke up in a dumpster near a bar. You think you are just like the rest of the people you even have your own personality of silence. You black out and end up in the basement of the bar. You soon realize after waking up that there is only one way out. Fighting your way out.. with weapons you find. Bring down the enemies in many ways with portals. But First you must escape the secrets you unraveled. Escape while you still can.. The rest is yet to come and find out on your own. Currently working on to do list: 3rd level, new models, new textures, more particles, 4th level , more....

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Mr.Walrus
Mr.Walrus - - 5,806 comments

Jesus undeadbobop. He posted a single sentance and you posted the equivalent of like 5 paragraphs. Cool down a bit...

Anyway, no offense, but this needs a lot of work. The map layout has little reason... Such as why would there be 4 turrets randomly lined up right next to a hallway, and why would the vents look so strange? It also needs a whole lot of detail; but a few nice pipes would completely fix that.

Also, Ive never seen such fitting music.

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undeadbobop Author
undeadbobop - - 100 comments

the music is not in the map... the 4 turrets are there to kill off the zombies and make you think and rush passed them... the vent is ment to look out of place to get the players attention... also if it was blended in the player would sit there for 20min wondering where to go, and I fail to see what you mean by it needs alot of detail, it just needs a brush up on it in the vents and maybe a model or 2 near the vent, maybe a few observitory windows, and thats it which this is alpha I am not sure if you know the process of mapping alot of people do not, even these other mappers do not when they are the only ones working on it you want these factors,

first map layout (texture application not needed)
2nd map triggers and events
3rd temp texturing
4th lighting effects
5th npc's and models added
6th improve layout
7th improve gameplay (no one focus's on it anymore cause they want over glossed which is I hate over glossed with no gameplay)
8th even more layout design
9th final light effects
10th final gameplay improvements
11th Final texture application
12th Final brush up on triggers events, placement of npcs, models, detail
13th testers test
14th improve map (get rid of exploits and distractions such as to much detail in one room and adding better game play)

for the sake of showing improvement this video was recorded around step 6 its now between step 8 and 9 as in step 8 being completed.

Everything else is fun except for posting on here.
it is no fun cause everyone on here only wants to see over glossed materials and maps that will only cause silent lag for most players.
Silent lag is when it may lag one person but not another but it still drops fps massively for nearly all players and completely destroys the game play.

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Description

with this level nearing completion and work on the next levels will more then likely not be posted as videos (unless its showing more then 1) I guess this is going to be the final video post of this level (after editing out a lot of confusing factors such as the way from the keg room to the cake room (now unable to go into only viewed from a camera) There will still be screen shots of the next levels just in some maps.