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Zs Map Discussion


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While there is a sub-forum for map suggestions/development, I felt like the discussion of maps themselves would be better suited in this sub-forum. I constructed a list of my thoughts about all the maps on the server and while I don't expect my suggestions for removals to be taken seriously, I thought it would create some nice discussion points.

 

 

Detailed opinion about maps:

[spoiler=]Zm_mall_beta_b1

A decent map that could be so much more. The primary problem with this map is that zombie and human spawns are opposite of what they should be. As it stands, the lucrative cading spots are at the exact opposite of zombie spawn, making it very easy to survive and win. It's also quite easy to spawncamp. This map is fine as it is, but if the h/z spawns were reversed, it would become a much better map.

 

6/10.

Keep.

 

 

Zm_panic

Another map with lots of potential, only to fall short due to one problem: No props. This map has a nice, unique layout and a few nice spots, not overpowered or underpowered, but falls short in that almost all the props are large and this makes it very difficult to win, causing humans to give up before the game even starts the majority of the time. Needs props added.

 

3/10.

Remove or add props.

 

 

Zm_tx_highschoolbeta7_d_vh

An alright map with a decent layout. Suffers from repeated props, but is otherwise decently balanced for either side. Trying to change that would create too many problems I think.

 

5/10.

Keep.

 

 

Zs_abandoned_mall_v6b

While very overrated, a good map. Can fall way too far into favour of humans by cading two stores opposite of eachother, but usually negated by a decent shade wrecking the newbies. Suffers from generic props (bench mall) but has a nice layout and plenty of variety.

 

7/10.

Keep.

 

 

Zs_abstraction_night

Honestly, the 2nd most overpowered map for humans after underpass. Only a ferociously bad team would need to fall back before wave 3 into the teleporter area, and the teleporter area has a bottleneck hallway with plenty of props. Only redeemed by it's unique props and nice atmosphere and the ability to climb the spiral tower.

 

2/10.

Remove.

 

 

Zs_alexg_motel_v3

Suffers from spawncamping at the beginning, but has a bundle of tricks (like the slide) for zombies that prevent it from being overwhelming. A fairly nice selection of props + multiple entrance cading spots make this an underrated map.

 

6/10.

Keep.

 

 

Zs_Ancient_sand_v2

One of everyone's favorites...when it takes off. One of the worst maps for spawncamping ever, this map can result in the humans getting pounded or them running outside on wave 6. It seriously needs a different zombie spawn to function as well as it could. Very unique, tons of unique cading spots (albeit overpowered)....this map could be much, much more.

 

5/10.

Keep.

 

 

Zs_area17_v1_opt2

The most beautifully designed zs map of all time. The zombie spawn vents are a nice idea, but unfortunately result in zombies flowing out from unexpected places, making it easy to get overwhelmed if the barricade isn't setup by wave 1. No super-strong spot for humans, great design and atmosphere gives it a thumbs up from me. On HG, suffers from unique problems because the humans don't want to stay together. The experience is better elsewhere.

 

7/10.

Keep.

 

 

Zs_Asylum_v6

I don't know why we still have this map when asylum reborn is basically a better version of this. However, it's still a pretty good map. Several non-op spots, really cool layout and 2 main entrances gives it the win/loss rate ZS should have. This is one of my favorite maps, the only thing it lacks is areas to run around, forcing people to stay as a group inside the building.

 

8/10.

Keep.

 

 

Zs_Barren

This map is weird in that the only place to cade is next to zombie spawn, making a lot of the well designed map unused and unseen. Two exits from zombie spawn, multiple entrance cading spot and cool props to work with without a 50 foot bottleneck hallway makes it interesting to defend...when caded well. Good overall.

 

7/10.

Keep.

 

 

Zs_Bunker

Oh god. This map may look nice and have plenty of props but is way, WAY too far in favour of humans. If a good barricader takes each spot, this map is virtually impossible to lose. Two entrances helps, but they're both hallways/easy to defend doorways...and everything after that is single way. Ends up being very boring the vast majority of the time. Also another map with with too much unused, well designed area.

 

2/10.

Remove or find a way to make it more difficult.

 

 

Zs_cleanoffice_v1

An ugly, tiny map with only one texture basically that has very generic props, and in actuality has extremely easy to defend spots if caded properly. This map personifies everything I dislike in zs maps and is only redeemed by the fact it is caded poorly and is thus fun to be a zombie on.

 

1/10.

Remove. Unsalvageable.

 

 

Zs_closed_factory_01

Cool looking map with nice layout, unfortunately ridden with OP cading spots. The pipe area at the top is two very long bottlenecks. The area with the giant robot can be caded with enough effort, leading into a 100 foot hallway. Also, the areas upstairs are pretty much unreachable once the game starts because the only way up there is a zombie-ridden elevator, leading a huge section of the map to be unused. What a shame.

 

3/10.

Remove.

 

 

Zs_countryside_b1

Pretty cool house map that is very dark (annoying for both sides) and has zombie spawns too close to the house (keeping humans inside mostly) while also making spawncamp way too easy until wave 3. This map has strong pros and cons; Unique, good looking, while unbalanced through the waves and too dark. Unfortunately riddled with bad barricades usually, but nothing worth removing it over.

 

5/10.

Keep.

 

 

Zs_deadblock_v2

Nice looking map, with decent layout. It's main, jarring weakpoint is how easy spawncamping is until wave 3 and how OP the cading spots are. The side closer to zombie spawn is unbeateable when caded properly unless the zombie team stacks bonemeshes down that long bottleneck hallway. (Un)fortunately this rarely ever happens on HG, meaning that the strong points of this map outweigh the weak.

 

6/10.

Keep.

 

 

Zs_deadmount_reborn_v1

Yet another map that is far too easy until wave 3 unless the zombie team is aware of the small windows and human team is not. Long passage to reach the main cade that is easily shot out of. Fortunately the final cading spots are not super strong; Although they are hallways, the back entries or fences prevent the humans from focusing on just the front. Another problem: Getting all the humans to the absolute roof is essentially a guaranteed win since the fast zombie leap nerf. Nice looking map.

 

4/10.

On the fence.

 

 

Zs_deepfreeze_v1

A mostly underrated map that, once again, suffers from zombie spawn problems. It's an open area easily spawncampable. This is compensated for with the lack of a truly great barricading spot; every spot has flaws that when exploited will give the humans a very hard time. This, combined with the fantastic atmosphere and unique props make this a good map.

 

7/10.

Keep.

 

 

Zs_dryfield_v2

Ooh, a map from parasite eve. Unforunately, this map still suffers from spawncamp problems after the cliff update and is VERY op for humans if done properly. Having a barricade in the well + two barricades cross-firing eachother upstairs will pretty much always result in a human win because the well barricade prevents good spawn points upstairs, and vice versa. On the plsu side, the map looks great and is very nicely designed.

 

5/10.

Keep.

 

 

Zs_farmhouse_v2

Another map that should have the newest version added in place. Farmhouse is a small map with no super-strong spots and some cool props for cading. Spawncamping is not too much of an issue on this map since the spawn allows zombies to go through both sides. Only a good human team can spawncamp on this map. No real flaws.

 

7/10.

Keep.

 

 

Zs_fuzzys_safehouse

Fuzzys_overpoweredhouse. Ridiculously easy to win if humans bother to try. Bottleneck after bottleneck after bottleneck with tons of props, free guns and a basement to screw up spawn points to boot. WAY too easy to win. Almost always a boring map. Looks okay though.

 

3/10.

Remove or large changes.

 

 

Zs_headcrab_canyon_v2

A novelty map, not actually zs. Fun to play a few times, but gets old FAST. Should be kept to admin-votes only.

 

5/10

Unique situation, should be kept to admin votes only.

 

 

Zs_infected_square_v1

Ah, infected square. Large but not too large, multiple cading spots, alright selection of props, and great looking. What's not to love? Well...apartment spawns being easily messed up, spawncamping is ridiculously easy until wave 3 and a bit too easy for humans.

 

5/10.

Keep.

 

 

Zs_infected_turbine

Could this b- The only map requiring tf2. On virtue of that alone, I think it could be argued for removal. The map looks great (of course it does, tf2 map) and has cool cading props, but suffers from being very, very easy to win and spawncamp on. Every human in the super long vent = gg. Tons of fun when the zombie team gets the upper hand, but that's rare.

 

4/10.

Remove.

 

 

Zs_infirmary

Or should I say zs_hallwaysnprops. This is one of the strongest-for-human maps on the server, featuring two easily cadeable zombie spawn exits, incredibly high amounts of props and extremely long hallways. Way way too easy for humans to stay, even if it can be very fun when zombies gain the upper hand. It's a shame this map looks so nice.

 

3/10.

Remove.

 

 

Zs_Insurance

Partners in crime with infirmary. Both entrances are bottlenecks. Easy to spawncamp. A mass amount of props. Unfortunately nice layout inside that makes it a shame to be so OP for humans. Boring by virtue of low difficulty.

 

3/10.

Remove.

 

 

Zs_Junkyard

Great looking map with good variety in props. Gives you the option of cading in the multiple entrance-area that isn't too easy or hard or having some fun and skycading to the bridge. Nice to run around on, but also not impossible for zombies thanks to the tunnels. Great map.

 

7/10.

Keep.

 

 

Zs_last_mansion_v3

Gah, another map with a lot of potential. A great looking house and outside, with a lot of props, wasted by all floors but the top being useless. It suffers from being too easy until wave 3, and then being too hard past that because of the layout and difficulty of cading the final area well. Almost always a boring clusterfuck of humans or an instant zombie-feast.

 

2/10.

Remove.

 

 

Zs_lockup

One of the truly great maps. Beautiful looking. Great design that makes wave 2 spawncamp hard. Many viable places to barricade, with none being notably overpowered. Very high variety in props. Very frequently a unique and enjoyable experience.

 

8/10.

Keep.

 

 

Zs_mall_of_the_dead_v3

Why is this map here. Seriously. It looks terrible. The design is terrible. It's not a mall in any sense. Barrels Barrels computer monitors computer harddrives. Extremely overpowered one way bottleneck vent. It's ONLY redemption is the alternative cading spots, which get DESTROYED because they're so weak compared to the incredible vent. Almost always an unplayable mess because of the futility of trying as a zombie. Only enjoyable when zombies outnumber humans 4-1, or something else ridiculous.

 

0/10.

Absolute removal.

 

 

Zs_nacht_der_untoten

While this map is pretty bad (a copy of the nazi zombies version) and blah blah no props etc, there's a lot of novelty to it because people think it's impossible (it's really not) and there are multiple cading spots. Could be much better with more props and the ability to go outside, but as it stands it could go either way.

 

4/10.

On the fence.

 

 

Zs_necrotic

A great looking map with one of the best atmospheres. Spawncamping is difficult and the cading spots are balanced. Generic props. Humans have little freedom (forced to be in cades) which really brings down the quality of the map. Also contains two very, very troll friendly things, which may be a plus or minus depending on who you are.

 

6/10.

keep.

 

 

Zs_neighbourhood

A cool looking map (while poorly optimized) that has several unique yet op cading spots. Very easy to spawncamp and as mentioned, leads back into OP cades. Too easy for humans if the zombies don't know the tricks to this map, like the umbrellas on the balcony of the mansion. Works if the humans split apart a lot.

 

5/10.

Keep.

 

 

Zs_obj_827_to_phoenix_v10

Zs_obj_bluevelvet_v2_fix

zs_obj_station_fix

All these maps are too short to work with HG's point saving system. No one wants to spend anything for these, making the first two way too difficult, and the last one just a long wait because it's so easy anyway. The last two are also so short that they are replayed if won normally, which is a problem. All of these maps have novelty, but are overall not worth having.

 

3/10 for all.

Remove all.

 

 

Zs_obj_dump_v9

Great looking with a nice layout but just...doesn't feel right. it's very easy for humans but is somehow lost quite often anyway, and is just a shooting gallery for the most part. If momentum is lost it's a loss, impossible to recover. Mediocre.

 

4/10.

Remove.

 

 

Zs_obj_enervation_v14

Very nice looking map with cool objectives and atmosphere, but for the most part another shooting gallery with freegunz until the truck, where HG's size causes everyone to rubberband and die, making it artificially difficult and annoying.

 

5/10.

On the fence.

 

 

Zs_obj_reactor_15_v3

I am very biased towards this map. I am almost always the last human and I love the rush of that, but for the most part this map is pretty bad. Spawncamp like mad until the lift, where humans get messed up until the final obj, where it's very easy to finish. It's a breath of fresh air in the world of obj maps, which saved it from being bad otherwise. Cool looking map, I might add.

 

10/10 for me.

5/10 overall.

Keep.

 

 

Zs_obj_vertigo_v12

Oh vertigo, how I once loved ye. This map is fantastically built from the ground up and looks phenomonal. However, it has become a shooting gallery war of attrition since I figured the map out, making it very boring until 35+ minutes in. It is horrible to play as a zombie because you walk down long hallways to fight weapons with 1.5x damage multiplier, and people usually die to lag/rubberbanding instead of zombies. Can be very exiciting under thr right circumstances, though.

 

6/10.

Keep.

 

 

Zs_residentevil2v2

Awesome looking map with bad zs features. Sound familiar? Few cading spots, and the main one is very OP for humans...minus bonemesh. If the zombies use bonemesh, it's basically humans waiting out their inevitable death or frantically recading as zombies try to get past the long bottleneck. A lot of potential, and fun on wave 1.

 

5/10.

Keep.

 

 

Zs_scrapyard

Another good looking map with a lot of nice unused area, like the zombie spawn. Several cading spots that aren't super strong + gimmicky things like the cranes make this a fun map for humans, but it also suffers abit from spawncamping issues. Overall a quality map and usually fun.

 

7/10.

keep.

 

 

Zs_seclusion

Yet another nice looking map riddled with problems. The cading spots either A. Suck hard or B. Are incredibly overpowered. The spot near zombie spawn has no good dynamic spawn for zombies, and the vent is well... a vent. The main building is hard to defend with the lack of props, and underwater has too many entrances with too few props. This disqualifies an otherwise great map from being the fun it could be.

 

5/10.

On the fence.

 

 

Zs_seige_v1

Two words: Frame drops. Wait, I forgot one more: Spawncamp. This map is by far the laggiest on the server and is impossible for zombies until wave 3, where the generic props and bad cading spots results in this map almost always ending on wave 4. The only thing saving it is run' n ' gun practice. Map isn't that great looking either...

 

2/10.

Remove. Maybe fixable if rain/water was removed.

 

 

Zs_stadium_v6

A gloriously designed map by our own tomommy unfortunately ruined by the rafters and upstairs office. Minues those two things, this map has it all: Variety in props and cading spots, a great look and many things to do. However, the rafters allow people an extremely easy win and super-sniper support, while the upstairs office is very hard to penetrate due to the windows and nature of the area/spawnpoints. A ton of potential.

 

6/10.

Keep.

 

 

Zs_storm_v1

Great atmosphere. Bad props and layout/cading spots. Not much to say about this one, minus the trollspawning secret room being a problem. Also the garage door button>

 

5/10.

On the fence.

 

 

Zs_subversive_part4

Doesn't particularly stand out in any way. Pretty average in all respects, with the exception of THE BUTTON. This garbage compactor single handedly brings this map from mediocre to fun. Should be kept just for the novelty of that, even if the map goes the same way the majority of the time.

 

6/10.

Keep.

 

 

Zs_subway_v8

A very large, beautiful map, suggested by yours truly. With many, many non-op cading spots and plenty of places to go, this map can be a cader's dream...if it weren't for the zombie spawn being on one side only. This stops that side of the map from being used as much as it could be. This map would be perfect if the spawns were re-done and running was more viable. Hiding, cading, gunning, being a zombie are all fun on this map unless zombies can't pick up momentum.

 

9/10.

Keep <3

 

 

Zs_swimming_pool_v2

Nice looking map, but everyone knows the problems it has. Spawncamp until wave 3, generic cades and eventual death to poison. Fun to run around on, but has the tv causing problems (which again may be positive or negative to you). Average map overall.

 

5/10.

Keep.

 

 

Zs_uglyfort_v6

I like this map a good bit. Good layout and look, but falls short in terms of cading spots/variety. A nice challenge to run around on, and requires teamwork/thought to win. Also a good zombie map, of course. Dragged down by the "hopeless" difficulty or "too easy" difficulty range it seems to get.

 

6/10.

Keep.

 

Zs_underpass_330_v4

Oh god why. This map looks okay but uh...it's just...hallway...after hallway...after hallway...with tons of props...and the strongest room on the whole server (secret room). b2, the secondary entrance is extremely easy to cade well, and zombies have a horrible time getting to the front cade. Virtually unwinnable for zombies without an afk human team, and almost always boring.

 

2/10.

Remove.

 

 

Zs_urban_strain

Average layout and design, with a huge spawncamping/op problem. These issues are somewhat migitated by the variety of spots/props and the ability to skycade, but overall just an average map.

 

5/10.

On the fence.

 

 

Zs_urbandecay_v4

Explosi- A small map with two spots to cade. Average looking. Nothing particularly unique about it. Good to be zombie on, alright to be human on. Not really worth removing, but not the greatest map.

 

5/10.

Keep.

 

 

Zs_viruslabs_remake_v2

The most true "zombie map" this map is dragged down by lack of freedom for humans and the red vents. The red vents are even more powerful than the Mall of the dead vent, but hard to get props into and generally unknown. If a few good humans go there they can hold 10 zombies each. Otherwise this map looks great and has multiple cading spots with okay prop variety.

 

5/10.

Keep. Would be higher without red vents.

 

 

TLDR Version

 

What I think Should be removed

 

Zm_panic

Zs_abstraction_night

Zs_bunker

Zs_cleanoffice

Zs_closed_factory_01

Zs_fuzzys_safehouse

Zs_headcrab_canyon

Zs_infected_turbine (sue me tommy)

Zs_infirmary

Zs_insurance

Zs_last_mansion_v3

Zs_mall_of_the_dead_v3

Zs_obj_827_to_phoenix_v10

Zs_obj_bluevelvet_v2_fix

Zs_obj_station_fix

Zs_obj_dump_v9

Zs_seige_v1

Zs_underpass_330_v4

 

Of course all these maps would need replacements, but that's another story. What do you guys think should be removed?

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What I think Should be removed Zm_panic Zs_abstraction_night Zs_bunker Zs_cleanoffice Zs_closed_factory_01 Zs_fuzzys_safehouse Zs_headcrab_canyon Zs_infected_turbine (sue me tommy) Zs_infirmary Zs_insurance Zs_last_mansion_v3 Zs_mall_of_the_dead_v3 Zs_obj_827_to_phoenix_v10 Zs_obj_bluevelvet_v2_fix Zs_obj_station_fix Zs_obj_dump_v9 Zs_seige_v1 Zs_underpass_330_v4

 

+1

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Im fine with these maps getting removed : panic, abstraction_night, closed factory, (I have a new update for safehouse that fixes zombie spawn glitch and cubemaps), mall of the dead, and seige. I dont see the issue with the other maps they arent broken its just you dont like them

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Im fine with these maps getting removed : panic, abstraction_night, closed factory, (I have a new update for safehouse that fixes zombie spawn glitch and cubemaps), mall of the dead, and seige. I dont see the issue with the other maps they arent broken its just you dont like them

 

Well yeah, that's what I'm saying. Headcrab canyon isn't a classic zs map like the ZE ones were, though.

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Sometimes maps that are either human sided or zombie sided can be fun, that is depending on the server population and skill. That said I would only say remove maps that are genuinely bad.

 

Definite removal

- mall of the dead ( Ugly, bad design, doesn't look like a mall, vent cades make it 10x worse )

 

Possibly removal

- abstraction night ( Beautiful map , lots of fun outside, destroyed by a pointless OP teleporter )

- underpass ( ugly hallways, no variety, way too linear for a non-obj map )

- obj station ( Beautiful map, glitched second key, silly humans refusing to find first key, wish the creator spent as much time working on the OBJ as they did on the look of the map )

 

The way it currently stands, if maps are removed before more are added it is going to become even more repetitive than it currently is. Please add more maps.!!

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Both Mall and Abstraction night can still be fixed, while keeping the fun for both teams. I'll take a look at them in hammer after i'm done with zs_siege.

 

What i would do (and will probably do) with the mall with the long ass vent is probably shorten it severely and shift a few shop platforms about so that there is very little vent space, and add an extra entrance to the bunker via the roof. I would also put clip brushes on the dumpsters so players can't fall in them. I could add a teleporter-spawn type but the map is too small.

 

Abstraction can be fixed by giving the upper hand to the zombies, i'd say they should have a 1.3 or 1.4 speed boost when they are outside in the open area, i would also create new bridges to the main staircase and more ways to get out of the water. I'd fix the teleporter room size and make the op room be a complete loop, more than 3 fallback possibilities.

Edited by 4:00AM
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I love abstraction night...outside the teleporter that is. Mall definitely needs to kick the bucket, worst map on the server.

 

even without the teleporter room it's still insanely easy until wave 3, and people swimming is a real problem to handle...but as I said in my extended thoughts, the map looks beautiful. I wish there was a way to preserve it, so I'm all for any attempts to make it playable.

 

 

Seems like the universally disliked map is mall of the dead, of course. Here's clarification if anything that people dislike that map

Edited by Matt Marche
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I agree with Matt's list. Most of these maps are only fun with a lot of people and when we have a lot of people (70+) they just kill the server population by 20. Mall of the Dead either gets boring for both sides or absolutely one sided with a few survivors (Grims and a marvelous hallway cade). Blue Velvet was fun until people started trolling with explosive barrels or just leaving by the dozen when they see it's going to be the next map. One a side note, YES please make some new objective maps. If anyone out there is willing to create a Vertigo length obj map, that would be awesome!

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