Matt B Posted September 7, 2015 Share Posted September 7, 2015 (edited) So the purpose of this thread is to put all the maps i've been fixing. I feel like they're just scattered around everywhere so this will make it much easier to have them all in one place. zs_insurance_opt Latest version: zs_insurance_opt_b1 File Links: Beta1 BSP (6MB) Beta1 BZ2 (2MB) beta 1 Fixes -Lots of optimization with hint/skip and func_detail -modified some of the prop_static entities to prop_physics -modified the prop_physics entities to prop_physics_multiplayer -fixed skybox to prevent people from falling under the map -unbreakable fixed door by bathroom is now a functioning breakable door. this also helps balance this cading location beta2 Fixes -fix axis of rotation on bathroom stall -remove glitched bookcases -add another room next to bathroom zs_ancientsand_v4 Latest version: zs_ancientsand_v4_b2 File Links: Beta2 BSP (13MB) Beta2 BZ2 (5MB) Fixes: -Optimization with hint/skip and func_detail -spike pit cade has 2 entrances -improvements to help zombies get to different parts of the map more efficiently: ---zombie spawn teleports are now labeled with beacons ---tunnel in zombie spawn now has a teleport system so they don't have to walk the entire way -player clip to prevent people from skycading in christmas land zs_bungalows_opt Latest Version: zs_bungalows_opt_b1 File Links: Beta1 BSP (9MB) Beta1 BZ2 (2MB) Fixes: -LOTS of optimization with func_detail as well as hint/skip -zombie spawns at each "diving board" for a total of 4 zs_healthcare_v2 Latest Version: zs_healthcare_v2_b3 File Links: Beta3 BSP (46.4MB) Beta3 BZ2 (9.76MB) Fixes: -added another entrance into the building from the sewers -optimization with area portals linked to doors Beta4 fixes: -fix zombie spawn glitches -fix roof zs_urbandecay_v5 Latest Version: zs_urbandecay_v5_b2 File Links: Beta2 BSP (3MB) Beta2 BZ2 (1MB) Fixes: -Proper skybox to keep people out from under the map -made a spot more cade-able so there are more than 2 places to cade -various optimization zs_neighborhood_v3 Latest Version: beta2 Links: Beta 2 BSP Beta 2 BZ2 Fixes: -floors too thin causing resupplies to be broken through floor -hint/skip optimization -proper filters for the key, doors, and battery. -vphysics clip so teleporter door cannot be blocked zs_junkyard_v2 Latest Version: still in progress Links: (coming soon) Fixes: -proper skybox so people don't fall under map -player clip the bridge to stop skycading (still on the fence about this) -block window in building to make it more survivable/cade-able -expand sewer system to be a more viable and alternate cading location zs_obj_vertigo_v15 Latest Version: no progress made yet Links: (coming soon) Proposed Fixes: -all fixes still under debate, and whether or not i actually make any updates/fixes -change damage multiplier to somewhere in between v12 and v14 -increase buy time from the ridiculously short 19seconds it is in v14 -general optimization -fix color -at the outdoor lift part, lift needs to go faster -remove poison zombie spawner for zombie spawn at lift part -block hole where headcrabs jump through and advance at the lift part -move zombie spawn further away at teh cading/switch part -add more props to cade with at the one cade spot -disable head crab class because all they do is get people stuck zm_mall_beta_b1 Proposed fixes: -remove insanely OP hallway -fix player clip so players cannot get out of map zs_slugde_fixed Link: bsp + bz2 zip file Fixes: -blocked off "out of map" skycade Edited October 10, 2015 by IMI4tth3w 3 Quote Link to comment Share on other sites More sharing options...
NannerAirCraft Posted September 9, 2015 Share Posted September 9, 2015 Fixes look great. 2 Quote Link to comment Share on other sites More sharing options...
Matt B Posted September 9, 2015 Author Share Posted September 9, 2015 To be honest you didn't even have to player clip the bridge, the legion sorta nerfs it already, and with the buff trait people make the most autistic skycades that don't work to get up the bridge haha so i'll leave the bridge as is. but the map definitely needs more content/cade-able areas since there's basically none. i'm thinking about maybe expanding the sewer and make a sewer system. as an alternate cading location. i've seen people cade the small space there is before but it never lasts long. Quote Link to comment Share on other sites More sharing options...
Dukakis Posted September 13, 2015 Share Posted September 13, 2015 I think that vertigo v15 should be a lot more like v12 because many people liked v12 over the other versions and it has been gone a long time now As for the other maps, the fixes look great Quote Link to comment Share on other sites More sharing options...
Lumpymayo Posted September 13, 2015 Share Posted September 13, 2015 Wtf when did they remove vertigo? Quote Link to comment Share on other sites More sharing options...
Matt B Posted September 13, 2015 Author Share Posted September 13, 2015 insurance and bungalows are already on debug and already passed testing about a month ago. the other 3 ready maps are pending testing. not sure what the deal is to be honest. Quote Link to comment Share on other sites More sharing options...
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