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-Work In Progress- Zs_Healthcare


Irontaco
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Here's my first map that i've been working on for these last 3 days. Thanks to iPhobia for some of the tips he gave me on some Hammer utilities.

 

This map takes place in a post-zombie outbreak setting, where our group of survivors has been holding out on a smal clinic that mostly went unnoticed by the hordes, until now.

 

[spoiler=IMAGES OF THE MAP]

http://imgur.com/n56mdzG

http://imgur.com/A2cuLi6

http://imgur.com/L9mVDhc

http://imgur.com/PocNwzV

http://imgur.com/W826bhK

http://imgur.com/JEuej2r

http://imgur.com/8WBfP9C

 

 

 

 

I'm trying to make this map be as balanced as possible with little to no hallway-one entrance spots and a lot of possible cading spots and zombie entrances. The map tries to reward clever zombies that actually try by having holes, vents, and ledges to get into different clinic areas, i will also soon build headcrab vents.

 

I've been receiving a few opinions though that the map may be a bit small for 90 players all at once, here's an image of the top layout, roof removed.

 

http://imgur.com/g3db9pH

 

There's about 15+ cading spots available and i plan to extend the map downwards, so that the clinic has some sort of storage basement, with a hole in the wall that leads to the city sewers. I was also thinking of the players being able to explore outside of the clinic into portions of other buildings but that would probably take away the point of defending the clinic in the first place.

 

I'm currently trying to figure out a way to avoid long distance safe sniping and wide areas, so the clinic is probably going to get bigger over time to prevent this.

 

Feedback, criticism, and suggestions are appreciated, although, remember that this is a very early version of the map.

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The problem about making the windows breakable is that it would make barricading the front on wave one a useless effort, the map currently has multiple ways for zombies to flank and new ways to go through open as waves begin.

 

Here is a sketch of the possible ways into the clinic:

 

The skulls represent zombie spawns and the blue lines represent natural map barriers, green lines and holes represent headcrab exclusive vents.

 

74iKP.png

 

The sewers are a place with a few barricading spots and with a lot more possibilities if the team cooperates, as is the same logic if the zombie team cooperates. Losing the sewer vents early in the game would mean that a good portion of the map would suddenly become dangerous and also means another way in to the clinic for the zombies. The vents will always be lost in the round but the chances of it actually affecting the game depends on if the team actually made a barricade in the sewers or not, or are already inside the main barricades.

 

 

74iLi.png

 

 

The vents have high HP and are very hard to take down on their own, but at the same time they play a good part in the outcomes of the match and while the sewers are not entirely a game-outcome changing thing, they can play a good role as this leaves another way in for the zombies into the clinic. Good teams will be able to flood into the clinic early if humans didn't cooperate enough to kill off the zombies attacking the vents.

 

Another vent automatically breaks after wave 3.

 

74iM8.png

 

 

I might actually consider having the front windows able to be broken, but it'd have to be only after a specific wave has ended. I was thinking about wave 5.

Edited by Irontaco
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