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Map Update Request Thread


Ryze
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  • 1 month later...

Map Name: Snowy Castle

Current version on the server: ZS_Snowy_Castle

New version: ZS_Snowy_Castle_v2

Link to map download or thread containing the download: https://drive.google.com/file/d/1WrAPwi9ygs1yI2jbzk6injnnZEMkL3hT/view

Reason for update (if applicable): Widened two overpowered choke points upstairs because humans have multiple fall backs. I have seen the zombie team get stuck on these choke points multiple times. Expanded final room upstairs.

Edited by Lumpymayo
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  • 2 weeks later...
  • 1 month later...

Map Name : zs_salt_mine

 

Current version on server: zs_salt_mine

 

New version: zs_salt_mine

 

Link to download: https://www.dropbox.com/s/jsg9hxvixey1ijb/zs_salt_mine.bsp?dl=0

 

Reason: Fixed issue with humans dying in mass on the rope ladder.

The updated map can't be the same name because it'll cause version conflicts with all those who have downloaded that version. I suggest adding _v1

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  • 2 weeks later...

Map Name: zs_bd_b14

Current version on the server: zs_bd_10

New version: zs_bd_b14

Link to map download or thread containing the download: http://steamcommunity.com/sharedfiles/filedetails/?id=1292922579

Reason for update (if applicable): zs_bd_b14 is here. 12% higher fps average across the map. optimization will really be noticable on low vram video cards. (especially with multiple clients running around like live zs) changed lighting in a few rooms. more done to the butcher's room. rearranged some furniture throughout the house. replaced all double boarded windows with new brushwork. the only entrances into the house are through the front, side, and back doors. new light on the porch. The workshop version will allow me to keep the map updated all of the time. No need for an administrator to have to manually update it.

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  • 3 months later...

Map Name: NPST

Current version on the server: zs_obj_NPST_v1

New version: zs_obj_NPST_v3

Link to map download: https://mega.nz/#!BU8zTYwA!ASfLBt96uT7OUcTL_0oUmm1ps6bnY_SChlQhyziEhn0

Reason for update: It's been 10 months i released this map now ppls know how work the map, its time to increase the difficulty equivalent obj rescape or ravenholm (triple points needed for motivate ppls for win) Do not forget to put the map unlocked when 55+ ppls

 

[spoiler=Changelog]Fixed both elevator that doesnt tp everyone (I THINK)

Fixed one part where human was able to break the map with explosif

Fixed the mistake at the end of the map with the teleport (zombie was able to tp with human)

 

Reviewed a lot of waiting door open and time for cade (gameplay more intense and zombie advance are coming really early)

Reviewed damage electricity, fire, laser, headcrabcanister (if you touch it you lose around 80% of your HP in 1sec)

Removed all free medic and medic bomb

Removed all free weapon and aegis (ok just 1 free aegis)

Moved Poison zombie unlocked at the frist elevator

Moved Zombine unlocked at the BIG elevator outside

Moved the spawn where human can spawn kill with a loot of claymore and shit

Add fence unbreakable and the end where human are outside and you see a car fall (fast zombie was bs on that part)

Add 2 train for kill the human at the latest part

A lot of minor change to make a pain for human to advance on the map

 

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  • 3 weeks later...

Map Name: closed factory

Current Version on the server: zs_closed_factory_02

New version: zs_closed_factory_03

Link to download: http://www.mediafire.com/file/loz9q5535r3ex2d/zs_closed_factory_03.bsp/file

Reason for update: Optimization, I've removed the mirror due to performance drop whenever you look at the mirrior, redesign on certain areas to reduce map geometry and overall made more func_detail.

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map name: ori village

Current version: zs_ori_village_v3

New Version: zs_ori_village_v4

Link to download: http://www.mediafire.com/file/3971fd4p98f4pj4/zs_ori_village_v4.bsp

Reason for update: Fixed the bug where the ladder can break and prevent people from climbing up,added stair clipping for headcrabs and clipping at the outerwall doors.

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  • 3 weeks later...

Map Name: Palace

Current version on the server: zs_palace_v1

New version: zs_palace_v2

Link to map download or thread containing the download: here

Reason for update (if applicable): This one was a long needed update, the original version had a lot of glitches and exploits and that horrible skycade spot. This version fixes a bunch of stuff such as:

 

[spoiler=Changes and stuff]

-Nerfed that skycade spot to Shit, it was an annoying spot and now its connected to the rest of the map via a corridor and just in case has 2 breakable windows to make sure its never touched again

-Added a few new rooms

-Removed the free Ender Shotgun and replaced it with a bunch of worth menu weapons and 1 t1 pistol

-Added 1 hidden battery

-Added a few more doors for those who would like to doorcade

-Added more props to some areas.

-Added cubemaps

-Fixed the broken soundscapes (now the map will have actual background noises instead of awkward silence

-Optimized Some areas (I tried my best but because of the way valve made this map the map geometry itself is messed up beyond repair, however there still should be a noticeable difference in performance compared to v1)

-Moved all the spawns to the Top to allow humans to cade

-Opened up the map a bit to allow for easier movement and cading.

-Fixed the broken trigger_hurt at the bottom

 

 

That's all. I hope this version works better than the previous one lol.

Edited by EngineTrap
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  • 2 weeks later...

Map Name: test facility

Current version on the server: zs_test_facility_v2_2_d

New version: zs_test_facility_v3

Link to map download: https://www.dropbox.com/s/7xjrc7peorjh1ol/zs_test_facility_v3.bsp?dl=0

Reason for update:

-Changed starting worth points to 100

-Fixed water so you can see through it

-Added walls with fenced windows to the roof fence area on the sides without doors. This should cut back the poison some.

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Map Name: OBJ Void

Current version on the server: zs_obj_void_b2

New version: zs_obj_void_b3a

Link to map download or thread containing the download: over hereeee

Reason for Update: Bunch of fixes and balance stuff + some new stuff. Read below for more detail if you're interested.

 

[spoiler=B3 Changelog]

-Raised volume of song_01 (The calm song with the piano at the start)

-Increased Difficulty in later parts

-Added 3+ mins of map with new areas . Between the lab and the control room before the reactor.

-Added new full version of song_02 (NIN- Appendage a.k.a the song that loops a couple of time during the map) for the new area.

-Used new compiler to increase performance and detail even further.

-Increased defense time of the reactor by 30-ish secs.

-Reduced Zombie Spawn time changes on a bunch of areas

-Increased the radius of some zombie protection gas

-Removed a lot of unnecessary props to increase difficulty.

-Turned a bunch of smaller detail props into debris with no collision.

-Fixed that one door that i accidentally set into break only on trigger thus making it impossible for zombies to break at the start lol

-Changed the Text at the end to be more fitting and not out of context.

-Added introductory text to the Reactor (similar to the one you see in the beginning)

-Some more explosions yeehaw.

-Fixed the env_shake after the core blows up (now its way less intrusive and not headache inducing)

-Door is no longer 'locker' if you catch the reference that im trying to say i corrected smh my head.

-Added 4 permanent bonemeshes after the core blows up to increase tension and difficulty.

-Added 1 new defense area.

-Fixed some small lighting issues no one but me probably ever noticed.

-Even more func_detail for even more performance gain. yay

-Reduced the health of the metal grate in the power outage defense from 2750 to 1750.

-Humans now have 7 seconds of spare time to escape the facility after the core blows up (if a theoretical perfect run is made where everyone reaches everything in the exact time its needed to) . Let the timer run out by less than one second and you're ded.

 

That's all i think oof

 

 

 

 

Its not that important of an update, but it should make the map at least twice as challenging as it is right now to assure maximum human suffering. Thanks

Edited by EngineTrap
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  • 5 weeks later...

Map Name: closed factory

Current Version on the server: zs_closed_factory_02

New version: zs_closed_factory_03

Link to download: http://www.mediafire...ory_03.bsp/file

Reason for update: Optimization, I've removed the mirror due to performance drop whenever you look at the mirrior, redesign on certain areas to reduce map geometry and overall made more func_detail.

 

map name: ori village

Current version: zs_ori_village_v3

New Version: zs_ori_village_v4

Link to download: http://www.mediafire..._village_v4.bsp

Reason for update: Fixed the bug where the ladder can break and prevent people from climbing up,added stair clipping for headcrabs and clipping at the outerwall doors.

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  • 2 weeks later...

map name: arcticmountains

current version:

link to download: http://www.mediafire.com/file/zyb4z4ausxjop0i/zs_arcticmountains_v1a.bsp/file

Reason for update: Fixed a rare bug where players can go through trigger hurt without dying which results in gamebreaking trolls spawns for zombies, Added cading spots to the Side of the mountain where there really isn't a good cading spot.

 

Link to the post w/ picture: https://hellsgamers.com/topic/137206-zs-arcticmountain-v1a/

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  • 2 weeks later...

Map name: zs_toytown_v3

current version: zs_toytown

Reason for update: fixed some places players could get stuck also making some cading spots less OP.:

Drive link:https://drive.google.com/file/d/1SJRqWUaUPPiMJl9PSw0yE024uNeM8MPA/view?usp=sharing

Workshop link: https://steamcommuni.../?id=1491226330

Map topic: https://hellsgamers....038-zs-toytown/

Edited by saintblue52
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  • 2 weeks later...

Map name: Void

Current Version: zs_obj_void_b3a

New version: zs_obj_void_b4

Link: here...

Reason for update:

Final update -Check changelog spoiler for further info:

[spoiler=B4 Changelog + info]

I finished this one like some weeks ago and i've been asking to myself if its even worth it to have it updated since no matter what i do humans are insanely overpowered in the server but i want to give this server a final chance to prove its not as unbalanced as i think it is so here goes nothing.

 

(This is an edited changelog to only show the changes relevant to hg)

-Removed experimental old multiple choice teleport spawn system

-Added new Random scrambler teleport system for zombies (This allows bots to nagivate more easily)

-Added 2 new songs

-Added 7-ish extra minutes of gameplay with new areas

-Added new class unlocks (Immolator and its chilled variant early on)

-Gave some areas a slight visual makeover (Specially the lab area)

-Added a lot more running sections in between defenses

-Decreased time from 140 seconds to 100 in the fence area that a lot of people died on

-Added a forcefield and some medbombs to the fence area

-Added 2 low tier free weapons across the map.

-Decreased the health of the grate above the first control room from 2000 to 1400

-Removed song "Deep"

-Re added some props to the control room before the reactor

-Switched nightmare spawn to ancient nightmare in the pre reactor control room

-Turned some brush models into actual models to optimize the map further

-Even more optimization hooray.

-Added a wood panel in the fenced wall in the very first defense to remove some of the "hallway" factor

-Added some more hints and arrows across the map

-Decreased strenght and even removed a lot of env_shake

-Added invisible walls to the beginning area. You can no longer fall or or be throw off into the water and die.

-Deleted a bunch of unused or similar redundant textures to reduce map file size

-Deleted some unused models

-Converted a lot of non looping .wav sounds into .mp3 to reduce map file size

-Fixed rare bug where you could win and loose at the same time bringing the map to a stalemate at the end

-Added a soft warm color correction 3/4 into the map

 

That's basically all i think. This will probably be the last update hg wise. I've honestly gotten a bit tired of making these and having to wait 2+ weeks to get it on the server.

Doesnt help that the gameplay in objective maps has been run into the ground making literally any map a joke to play through and having some people in power who i will not specify constantly poke fun at me and trash my work, blaming me for the god awful server balance that has come as of late. so its a goodbye i guess. hopefully this update returns at least a tiny bit of challenge and if it doesnt. well, too bad, this thing plays fine in literally anywhere else, i cant keep bothering to find workarounds that dont involve making a trigger that kills everyone just for this one particular server. so yeah, i've just lost interest here.

-NightShade

 

2018, its over lol

 

Edited by EngineTrap
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  • 3 weeks later...
  • 4 weeks later...

Map Name: Forlorn Bunker

Current version on the server: zs_forlornbunker_v2

New version: zs_forlornbunker_v4

Link to map download or thread containing the download: https://steamcommunity.com/sharedfiles/filedetails/?id=1561104187

Reason for update (if applicable): New map version

I finally got a new version of the map put together and on the workshop. Significantly improved from its predecessor in terms of gameplay, optimization, and quality, among other things.

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  • 2 weeks later...

Map Name: zs_natalyas_cottage_a1

Current version:zs_natalyas_cottage

Link to download:http://www.mediafire.com/file/df0o3fjdapghb3f/zs_natalyas_cottage_a1.bsp/file

reason to update: Added clipping to the vehicle in garage(Saying pyrrhic and other admin+ the effort of teleporting kleiners out of the trap),added an additional hammer,moved part of the roof into func_detail removing some of the unneeded visleaves, and made a pair of windows in the attic unbreakable.

 

Edited by Kevinyock
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