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Map Suggestion Thread


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Zombie Survival Maps for Server Suggestions Thread

 

The old thread was due for an update and a fresh start, it can still be viewed here. This thread is for recommending any maps that are not currently on the server's rotation, whether they have or haven't been on rotation before, or if they are currently blacklisted.

 


Please use the following template:

 

Map Name:

Download Link (preferably a .bsp but workshop also works):

Additional Info Regarding the Map:

 


Other useful links:

 

Submit a map update request here

Suggest a map to be removed here

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  • 4 weeks later...

Map Name: zs_bd_b10 (appears as beta 7 in the official thread)

https://drive.google...e6NXDdY1PJxWk77

 

Some of you may remember this map from 6 or so months ago-- it hasn't been forgotten! I ask that this map is approved and kept on the zs map pool for one week and then deleted. The point of this beta is to understand how the gameplay goes.

 

Too many changes to count. Gameplay-wise; there are less entrances into the house. There is now a barn with a van half-way parked inside. Zombies can enter the barn by crawling through the van. The living area next to the kitchen has been updated. The red bedroom upstairs has been sealed from gameplay, it is now just a scene. Several rooms have had their lights changed, re-arranged, or removed completely. New stair railing, easier to shoot through and better looking. Soundscapes have been implemented, and a new skybox texture.

 

The first floor has 5 entrances via three outside doors, the chimney, and the stairs to the second floor.

 

The second floor has 4 entrances via three windows, and the stairs to the first floor.

 

JaHPfz.jpg

Edited by MoonChickenDogRat
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  • 2 weeks later...

zs_biolab_v5a

 

http://www.mediafire..._biolab_v5a.bsp

 

Massive rework on zombie spawn,human spawn,and the elevator to improve visual optimization. Added additional trigger_push on the bottom exit/top entrance of the vents to discourage humans from entering the vent.

Addressed the issue of one spot being human sided by adding zombie spawn above of it.

I also replace the trigger_teleport and added a ladder.

post-21673-0-42678300-1516855924_thumb.jpg

post-21673-0-20943100-1516855943_thumb.jpg

post-21673-0-51775600-1516855956_thumb.jpg

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Objective Event Horizon and Objective Ambustation

 

Two really solid objective maps that should be on rotation. I don't know if how things went down with Nightshade make having these maps on rotation a problem, but both are great maps that a solid amount of population haven't seen. If the crane is an excuse for horizon that's kinda dumb, lag on the server has improved greatly over the past year and the part works regardless of lag; NPST is on rotation and it requires a teleport every game. As of the version I played last, Ambustation worked without problems. If you don't want too many objectives on rotation remove evac, tantibus(sorry ceiling), or mine. Most importantly, seeing as we kinda lost both our objective mappers, it's vital that the ones we do have are rotated in and out to keep them from becoming too stale.

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  • 4 weeks later...
  • 3 weeks later...

zs_obj_vertigo_v22 or v20

 

v12 has been on the server for long enough and it needs to be updated

- The end part is exploitable with the boomstick jump onto the electric pole

- Redeems are buggy especially at the end part; humans redeem half way down the map

- Beginning is delayable by sitting in spawn (no trigger hurts)

v20 is already on the server so swapping maps should be no problem

 

I don't see the reason to keep v12 other than laziness and the fact that Terrible was only using it to abuse exploits.

Edited by Yuzuki
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  • 3 weeks later...

zs_construct_hell

 

 

https://www.dropbox.com/s/o1tglgc7tjjdn6z/zs_construct_hell.bsp?dl=0

 

 

Remake of classic construct for valuesensei as a event map.

 

-Has a few cadeable areas including one reached by a rooftop rope ladder

 

-Unlockable Airboat that you pretty much need noclip to unlock

 

-Wooden arches by lava launch player

 

-Sawhacks at the push of a button! For one wave near spawn

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  • 1 month later...

zs_graveyard_v2

 

https://drive.google.com/open?id=1Q47fXsBr7O8ycxeOREB9rVdCRIn_Bte9

 

--version 2--

 

- vent in catacombs is bigger

- blocked door in catacombs is open

- trigger hurt at the secret spot

- props to jump onto the roof of the house

- many props removed from the catacombs

- upper entrance closed in the underground spot

- opening floor in the underground spot

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zs_graveyard_v2 https://drive.google...EB9rVdCRIn_Bte9 --version 2-- - vent in catacombs is bigger - blocked door in catacombs is open - trigger hurt at the secret spot - props to jump onto the roof of the house - many props removed from the catacombs - upper entrance closed in the underground spot - opening floor in the underground spot

Post here if you want us to update a map: https://hellsgamers.com/topic/129506-zombie-survival-map-updates-request-thread/page__st__60

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these: https://steamcommuni...yworkshopfiles/

and this: https://steamcommuni...s/?id=917123244

also hg server already had zs_rip_club once so if someone can port zs_serious_sam_arena that would be great too (edit: its not on workshop so you might have to ask friskypiranha for it, i have it on my computer but wouldn't want to use it without permission)

Edited by Colil
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  • 2 weeks later...

zs_yzarc_station

 

This map will probably need some balance but here is the idea :

There is a racetrack allow players move without friction (turn or earn speed by air-strafe on it) and each barricade place have a "emergency escape" to launch players on the racetrack, and provide humans an ultimate fallback to reach another barricade place.

There also some trams / vehicle to move around the map faster.

Lets hope it will work and we got some fun!

 

bsp : https://drive.google...j0cNg07oPXvOB3U

 

workshop : https://steamcommuni...earchtext=yzarc

Edited by FairFinanceForAll
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