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zm_onadega_v3

A Map for Counter-Strike: Source

Can you hold off the zombie threat?

zm_onadega_v3nn Map Features: Cubemaps Radar Map Extended Yard Custom Models More Accurate House New Camping Spots New Rooms Better Basement New Secret This is the third installment in the Onadega series of maps. For this one I went to the actual house with a laptop and set about making this version the most accurate version yet. Now the upstairs is much more realistic, the first floor is next to perfect, and even the basement approaches reality. There are still fake areas and the map isn't 100%, but I don't have a blueprint, so sue me. I also made a ton of custom map props such as mirrors so that the map would seem as real as possible. There are also many new textures and decals to add to the feel. I also extended the underground lab and added a new secret there. That's about it. If you like some of the stuff in the map such as custom props or texture, I have released a number of them already in the prefabs section, but if you want something you can't find, feel free to pakrat the map to get it out. As always, Questions & Comments are appreciated. - NatalyaAF -

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  • Leave nat alone she is a excellent mapper/ modeler in my option i know i am usually one of her Guinea pigs when she is doing a new map or model to she how it looks and what people think of it pretty much all of her maps and models turn out to be big successes example ze_space station is a huge hit in all zm servers and the x wing secrets are all over you tube along with her umbrella t and ct packs and sailor moon skins she is a member of my favorite gaming community N/U n00b unlimited and she is a huge assets there with all the issues there and even offers her free time to teach new mappers and modelers her skills point blank he is the nicest, friendliest, sweetest, most humble and soft spoken person i know ( i went 3 mos before i ever heard her say anything in her mic and even now she rarely ever says anything out loud ) so back off her ass guy's cause i know that she knew full well what she was doing when she did it back off or KAMI WILL HURT YOU !!
    Bananite
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    conaniriku Joined 11y ago
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    How to get in the underground secret? and thnx for the map :D
    Bananite
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  • Logan Dougall avatar
    Logan Dougall username pic Joined 15y ago
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    Logan Dougall
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    Slice the roof up at the overhangs and turn the edging around the house to func_detail but leave the main portion of is as normal geometry - that should keep it as a very simple shape for vvis to handle. VVIS only takes hours with improper optimization. Turning large components into func_detail so that VVIS can compile on full is contradictory - one runs vvis on full to improve performance but your fighting against that. Look up some optimization ideas for the house, ask for help when need be or more ideas as there're plenty of people here willing to help you out. You shouldn't take my post(s) here as an insult or attack but for what it was; a simple recommendation to take another look at it and work through the issues than to skip them over. If even a few people speak up about a problem - however small - it should deserve even a tiny amount of attention and time. We all have to deal with things we don't want to throughout our lives; pride often makes us not want to because it would be admitting we've done wrong in some way, but we're the better for it in the end. Just think about it,
    Structural Designer / Dad :)
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    Posted by Lost Big Post
    As damning as you may think that picture from the attic may be, it's not. Not at all. The reason it does that is that the whole roof assembly is one giant-ass func_detail. Why would I do a thing like that? It's because I wanted the map to compile with full VVIS. This means that complex geometric designs such as the roof can not be allowed to cut up vis leafs, otherwise it would have taken a week to compile. So just go with the idea that the attic isn't doing any worse than the top of the roof would be doing. Maybe that's not acceptable to you but I had a clear intent and knew full well what the consequences would be when I chose to make it like that. CS:S will never let you make a big open outdoor map with a field setup that doesn't lag so I'm not really sure what I'm supposed to do here. The attic was just an unfortunate casualty because its unusual shape necessitates it not being allowed to cut vis leafs.
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    Logan Dougall username pic Joined 15y ago
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    I'm not going rate the map as it is right now because it would just ruin your current score. The FPS problems everyones talking about are pretty big issues. quick example: this is your attic; there should be no way that the rest of the map is rendered and yet however you've built it allows it to be rendered so. So something to check/see is to open your map in hammer, and then on the right side of the interface look for the visgroups panel. Select the 'Auto' Tab. Now turn off everything and then check off only world geometry (with displacements off however). Everything you see right now is how the map will be cut up into visleaves and ultimately how things know if they should be rendered or not depending on the players perspective. I have the feeling your map is full of holes making it like swiss cheese which is causing the over-rendering issue and FPSB loss. On a sidenote you could use even a few areaportals/areaportalwindows to seal off each floor of the house from one another and it would be a huge boost for even low low end computers.
    Structural Designer / Dad :)
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    11y
    Posted by Cleric21 Map gets terrible fps in way more than one spot, im talking like 30fps and my computer is as follows: 3.1Ghz dual core processor 2GB ram GTX 260 (896MB) so for people who don't have a powerful card they're gonna be getting like 6fps, so for the time being im removing it from the server as the other one was more stable fps wise
    That makes no sense. Something's messed up there. My computer is not as good as yours and I get 60-80 outside. Are u using the _v3nn or _v3n? (nn is a bit better outside.) My card is an ASUS EN8500-GT so I don't know how that compares to you, but it isn't exactly top of the line.
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    Map gets terrible fps in way more than one spot, im talking like 30fps and my computer is as follows: 3.1Ghz dual core processor 2GB ram GTX 260 (896MB) so for people who don't have a powerful card they're gonna be getting like 6fps, so for the time being im removing it from the server as the other one was more stable fps wise
    Bananite
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  • Natalya makes the absolute best zm maps in all of css. - Dr Pepper (former N/U)
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  • Okay, now everything seems to be in order, except this :: http://img269.imageshack.us/img269/857/zmonadegav3nn0001.jpg Ivy statics cast black shadows on barn wall like before. Did you even go to T's spawn? No need to make another patch, just make sure you'll fix it up in next version.
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    Natalya Joined 14y ago
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    11y
    Posted by 3zzzTyle Mustang :: http://img91.imageshack.us/img91/7576/zmonadegav3n0000.jpg One more missing tex, - don't know what is it supposed to be :: http://img91.imageshack.us/img91/9302/zmonadegav3n0001.jpg :: Bushes isn't a real problem. Tree crones make real impact on fps, when you look through many of them at once. Especially when you're in those wooden cabines built on trees. It seems like mid-class PC's like that I'm working on now can't take this bunch of alpha-channeled textures placed in row. :: Also, won't you add 3D skybox to the map? I know, it's another thing most players won't bother about, but map could look definitely better with visually extended outdoors.
    Fixed the texture errors and did some optimizing with the models outside. New version is uploaded.
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NatalyaAF
I made the map. :)
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LoneOne
de_energo Skybox

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Natalya Joined 14y ago
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Natalya
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Zombie Mod
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