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About MoonChickenDogRat

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Computer Specs

  • CASE
    MicronPC Millennia XV
  • Motherboard
    Spitfire mATX Socket A Motherboard
  • CPU
    AMD Duron 600MHz
  • RAM
    256MB PC-133MHz DDR1
  • Power Supply
    250W PSU
    128GB 4800RPM Hitachi 3.5" Hard Drive
  • Operating System
    Microsoft Windows XP Professional

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  1. zs_downtown_v1 rp_downtown lovingly converted for use in jetboom's zombie survival. this version of the map is highly optimized from it's original. for any questions/comments/concerns please send me a pm, otherwise there is a 90% chance I will miss your message!
  2. Advanced Lighting - Compile Options The entire developer wiki is a great read. I highly recommend searching it and learning new things. Compiling with -final before shipping your map will also make a noticeable difference in the quality of your lighting.
  3. zs_butchers_den_v2 more zombie spawn locations. https://i.gyazo.com/...e189c84f29b.jpg https://i.gyazo.com/...1cff892b455.jpg https://i.gyazo.com/...f742a4ef85b.jpg https://i.gyazo.com/...9c89622824c.jpg https://i.gyazo.com/...207b3229ab4.jpg https://i.gyazo.com/...94ed3fe1c96.jpg https://i.gyazo.com/...daeef4d1d87.jpg
  4. hunt ebay for used processors. you can get good deals on used processors. look for good reputation, pictures of the product, and detailed description.
  5. I don't think you'll have any luck finding the original .vmf. You're better off decompiling a copy of the map using BSPSRC. Just mind that textures won't align perfectly, you may need to touch this up. Sometimes ladders get deleted after decompiling. If I remember correctly it either estimates where hints are or it doesn't include them at all. I think this may also apply to areaportals too. Above all you're getting 99% of the original product. But now that I've told you all this, because I figured you'd try it out anyway-- I wouldn't bother trying to fix that map. It's not a good product to start with. I'd keep looking around for a better map to work with. Mind you that if you are editing someone else's work-- you better make a better product of it over the original.
  6. Also a link to the map at google drive: https://drive.google.com/file/d/1_4mbd8irHji7Fgv2KrCqZ64q387utitk/view
  7. 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.
  8. zs_bd_b14 The Butcher's Den King of House Maps http://steamcommunity.com/sharedfiles/filedetails/?id=1292922579
  9. zs_bd_b12 The Butcher's Den King of House Maps OP Also updated: https://drive.google..._GzSiq6d7YZInE0 too many updates to list. here is what I know off of the top of my head. 1. removed barn. 2. updates to the world bounds (not yet finished). 3. changes to light_environment. 4. closed more entrances to the house. 5. got rid of most of the window bars because they didn't match the aesthetic and replaced them with indestructible boards. 6. divided spawn points among two separate areas of the map. 7. zombies may still be spawn camped to an extent, however, I believe that it won't be as bad. 8. I haven't yet determined where I want the final zombie spawns and gas to be. 9. area portals added to all exterior doors and windows for this beta (should help get our 1% fps lows higher). 10. some interior light sources have had their brightness or composition modified. 11. custom zombie and human win music (from Diablo 1). color correction effect for zombie win. 12. the butcher's room is now unlocked from the start. 13. a couple of hint brushes have been placed, more to come. 14. a couple of func_visclusters to ease my compile time.
  10. Updated OP, now with soundscapes and a new skybox Wish we could get this added soon!!

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