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A New Zs Map By Fuzzy Dice


Fuzzy Dice
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https://www.dropbox....afehouse_v2.bsp (*updated* kitchen tables dont move, zombie spawn lighting and gasses improved, pipes added, door size improved.) it is a fallback map like underpass,bunker,or insurance. it is smaller but balanced for humans and zombies. i hope to see this on the server Edited by Fuzzy Dice
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In terms of balance (since I'm not much of a cosmetic person) here's what I think.

 

The very first section is fine. Zombie spawn is so close that the first cade won't last long.

 

The second section has a very tall ceiling and still a close spawnpoint (potentially in that room in the corner?) so I'm not concerned about that.

 

However, the final fallback rooms are what puts this in human favour. Shorter ceilings with decent hallways coupled with rooms across from eachother means that zombies would have to walk through the entire kitchen under fire. That's a big problem. Thankfully, the props in the final rooms and even the kitchen are pretty unique and should be fun to play with.

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Any way to improve the texture? Seems a bit repetitive http://prntscr.com/2k819r

 

The doorway is situated in the best possible position to make it weakest. To possibly make it fairer widen the doorway so more props have to be used barricading it http://prntscr.com/2k81wu

 

Shelf choice is good since they can't be shot through http://prntscr.com/2k82i1

 

Generators are fine but the room feels odd with the wall texture choice. Experiment and fine one that fits the 'theme' of the room a bit better. http://prntscr.com/2k82xr

 

The doorways being this think pose issues, it's like having a mini hallway. http://prntscr.com/2k83b8 Solution is either make them wider or thinner.

 

Pipes along the walls are rather nice but the same with the first picture, texture repeating is noticeable and has a weird feeling to it. http://prntscr.com/2k8421

 

Hallway door http://prntscr.com/2k85ky

 

I'll reply with last room improvements later. conclusion right now is the map is too small and would be overrun very quickly. Wouldn't be very fun. Try expanding sections, have it branch off in multiple areas to split the human team.

 

One other thing, include some sort of skybox so I can noclip outside the map without being on LSD. It's something small but rather nice to have.

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i will work to improve this and what i see fit. i can understand your issue with the citidel wall textures, i did that with the entent of making it with that theme. i will work on the doorways but i do not think it is too small there are plenty of smaller maps that can be won by humans. i made it easy for zombies because maps like urban strain, new underpass, etc. they just arent fun zombies dont get passed the buffer cade and it is boring. this map will keep humans at their toes. (i will add a skybox around the map)

Edited by Fuzzy Dice
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This map is not so bad is kinda small but it gives zoms and humans a chance the only thing I suggest is that if the map gets added on to ZS we shouldn't spawn camp on this map since the zombie spawn is right above human spawn but overall this is a pretty good map.

Edited by Loco tK
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reviewing newest version. Will update this post with my findings.

 

Basement is rather nice

 

Could we have a pipe right here? Make it even more zombie favored http://prntscr.com/2kr0d8 Have those things drop in from above.

 

I could move them http://prntscr.com/2kr0z1

 

I feel like there aren't very many good props in the basement for the doorway height. But on the plus side it reduces human power http://prntscr.com/2kr1rq

 

Dark spawn and new lighting is rather nice, although one issue with the spawn, you don't get a flashlight as zombie and I see it becoming an issue. http://prntscr.com/2kr2jt Would it be possible to add a red emergency light to direct the zombies to where they drop down? http://prntscr.com/2kr37b (flashlight on).

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I like everything on the map except for this which I see becoming an issue. I would like for players to be able to get up there but my allowing them to we run into issues of being able to easily hold off the zombie team. I suggest adding ladders in the marked area to provide weak points for humans barricading up there (yes fast zombies could just up there but their attacks are weak). http://prntscr.com/2kt340

 

Aside from that the map is ready for testing.

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