Introduction
This is the second installment of our "Map Spotlights" be sure to check out the previous update if you haven't already. This time around the map nmo_cabin is given the stage.
Map Spotlight #2 - Cabin by Nay0r
Alone on the banks of Lake Champlain sits an innocent looking cabin. Once a sleepy weekend getaway in Vermont, now a hellish lifeline to a few scavengers held up in a dreary attic. Weeks go by and the once optimistic visions of a now mythical sounding rescue start to fade. The walking dead seem of little consequence to the ever growing fear of death, as rations and patience wear thin the last living inhabitants of this forgotten shelter decide it is time to act. Do the survivors attempt to signal help or risk a watery trek across the Lake into New York?
Feature Trailer - nmo_cabin
Created by Nay0r, Cabin is an revision of a map lost to NMRiH's development past. Remodeled and tailor made to the games objective gamemode it is but a hint of it's previous self. Tight spaces, randomized pathing & objectives bring this forgotten cabin back from development hell.
Q & A With the Designer
Q: Now this map is a remake, although what exactly does that mean. Did you completely start from scratch or did you modify the the existing map.
A: I totally remade cabin from scratch only using rough wall/roof/floor sizes from the original vmf map file, this was only about 75% of the main cabin itself, the rest I created myself including the entire outside area.
Q: As some of the long time followers of the mod might know cabin has been around quite a while. It was even released for Zombie Panic: Source at one point. Could you give a little insight on this map and how it's changed with your latest edition.
A: As stated above most of the cabin itself is similar not exactly the same but how I thought it would work well, and the outside is totally new I suppose this is where most of the changes take place so it fits nmrih more as its changed a lot since the original cabin was in development.
Q: What were some of the challenges that came up with remaking the map this way?
A: Most likely the most challenging features were getting parts of the complex maze of rooms built together the rest of the map was very straight forward.
Q: What sort of gameplay can players expect from this map?
A: Unlike broadway which is quite open combat, cabin is very close quarters combat and really requires the survivors to work together to get through the level, the maps objectives are also setup in a way that you can have several routes through which makes it more random.
Q: Is there anything you would like to point out about the map like a favorite room or objective?
A: The overall feel and sounds will really creep you out, I know it well and I still get parts where I get freaked out.
Q: This is your second map for NMRiH, correct? What else can fans expect down the line?
A: Currently planning on a 3rd encounter which will be based on the popular walking dead series and will be named atlanta but I don't plan on giving out any more details yet, cabin and broadway are still in development so any new screenshots in future media are subject to change of course.
The quality of all your content makes me enormously jealous once again. Great work!
Thumbs up for doing your best.
Virtual hugg for the game being awsome.
Freaking amazing. I would probably pay for this game for how good its getting
Exploding faces! This already looks so fun!
The map is looking really great. ;)
While the mapping is top tier, I gotta say, the combat is lacking. Those zombies don't seem to react or care about anything, it's like shooting holograms. The lack of any wounds or detatchable limbs makes it seem more unrealistic too.
Again, don't slam this comment, I really think the mapping is some of the best I've seen in a half life 2 mod, maybe the zombies are just in alpha stage, but it's a legitimate worry of mine.
Same. But, they did state in the Broadway video that they were working on having the zombies not necessarily walking in straight lines and some will be slower/faster than others (however slight)... even tho that is the attacking AI, I dunno why the **** I said that.
[On Topic]
But yes, at close range, you'd probably want a Z's shoulder to knock back if shot there, or perhaps some will "lunge" like Resident Evil zombies, you know, arms out and leaning into their shamble.
I think it'll be fine for a beta. BTW does the sky in the pics look weird? I mean it's day time... but yet it's not.
Animations animations animations!
We would love to have responsive and dynamic zombies. It would be relatively simple to implement but (as far as I know I'm not an animator) each reaction is a separate animation. L4D was able to achieve it because they had a professional stuntman do Motion Capture and well, paid professional animators.
It's not that we over look any of the features you mentioned it's just they will come in time. We have two/three animators at the moment working on our various animations (mostly weapons at the moment) We used to have four (the one working on zombie animations) but he decided to wander off to say bad things about our team on other mod forums & ignore our attempts to contact him.
Wow, by far the most impressive gameplay vid shown to date, you guys are really proving yourselves as developers!
Looking good, can't wait for release.
That's what she said.
You did a fine job.
We are near to try it i hope ! >:)
Hmm... 8 headshots to take down a zombie with a .22 rifle (or whatever it is) seems a little meh-ish already, but 3 shots to take down a zombie, right between the eyes, from a 7.62 or 5.56 rifle is pretty much an instant suicide to any connection to be made towards all zombie movies that were ever created.
All three of you didn't read my previous post where I said that we are still dealing with the hitboxes on the zombies. That is NOT final I repeat that you WILL be killing zombies with one headshot.
Please read up and follow the mod before you start making comments. ALL concerns have been explained in numerous (almost every) update/media/video/commentary.
@VirusxXx - It has already been very thoroughly expressed that the scoping was a ----> WORK IN PROGRESS <---- in the animation demo for that very weapon. Please watch those videos because Dman makes those for a reason.
very good update but im relly agree with dave_5430
Awesome, looks great, tho you should make the sniper recoil when youre scoping :)
I also agree ith dave_5430
The guns feel like they don't do damage... but it must be just me.
ah mah gad, read the comments above lol
Maxx you know better than to expect people to read :D
It's like it is contagious. You should work that in to the storyline for your project. People don't read and it's contagious, and by the end of the game you're so infected with illiteracy that your screen is just a complete mess of random gibberish.
Explains the need for uninfected brains.
i didnt like how the weapons didnt do that much damage like the shotgun (4-6 shots) and the sniper hitting 3 head shots to a zombie n not dying. :/
Most of the weapons kill with one or two shots to the head, body shots are highly discouraged (takes a dozen 9mm rounds to the body to kill a zombie compared to 1 or 2 bullets to its head)
For the problems mentioned throughout the comments in this page, they're attributed to weird hitboxes (which may or may not have been fixed already at this time since the mod is being actively worked on, video's from an older build).
It's also pretty hard to shoot well in that particular map since not only you have to deal with the dozen or so zombies in close quarters combat (which is dangerous), you also have to be careful on where you shoot since there are so many teammates nearby; you might shoot a friendly in the head lol
Close quarters nightmare indeed :P
TL;DR: Yes that IS a lot of headshots, it's being worked on. Hitboxes, Machine Code, etc..