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Imi4Tth3W's Fixed Map List/thread


Matt B
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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 by IMI4tth3w
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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.

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