Trazix Posted January 27, 2016 Share Posted January 27, 2016 (edited) https://www.youtube.com/watch?v=cYonSFpRplM[/media] Come try Objective Rescape for an unique experience ! Fight a growing horde of zombies and do not underestimate their hunger for human flesh. Only the strongest players will beat this 40 min map ! Welcome to Rescape You can post your feedback and suggestions here, I'll take a look at each one of them. You can help me to improve the map gameplay ! Enjoy it ! CREDITS Director Project - Trazix Association with - How Super Terrible Thanks - AzoNa - HawaK Sountrack - Joel Nielsen Models use by Crowbar Collective Black Mesa Team DOWNLOAD Do not forget to download Reshade for best quality Use Zombie Survival gamemod for play this map Size 185 Mo (99 Mo bz2) zs_obj_rescape_hg_v2 Workshop: Link v9 MEGA: Link bz2 HG version Drive: Link bz2 HG version GameBanana: (I am lazy) CHANGELOG [spoiler=Archive] Changelog February 02/02/16 zs_obj_rescape_beta - Release Beta ---------- February 04/02 zs_obj_rescape_v1 - Elevator trap removed - Collapse reduced gibs for better FPS - Reduce 4min to 3min and message beacons add in this part http://puu.sh/mTFS9/d36f27609e.jpg - 2 police car removed to many mb size the file too heavy - Add many SFX sound effect (fire,thunder,rain,other) - Sky camera atmosphere improved - Reduced music too strong - Reduced size the map 169 to 164Mo - Add 2 news beacons - Zombine error fixed - Minor fix ---------- February 14/02 zs_obj_rescape_v2 - Improved graphic level design - Atmosphere more gore some room - Optimization little bit - Size 164 to 169mb - Minor improved - Minor fix ---------- February 19/02 zs_obj_rescape_v3 - Removed many particle effects and props that were causing CUtlLinkedList overflow! (exhausted index range) (65535) This should hopefully be a permanent fix - Removed all NPC - Balanced this map (more hard) - Size 169 to 165mb - Minor fix and improved ----------- March 05/03 zs_obj_rescape_v4 - Zombie spawn changed place to the top for avoid spawn kill and points farm (train part) - Fixed fence never disable, zombie can't never take the fast zombie - Fixed orb red when you take you are stuck - Balanced the map (more hard) - Removed completely the particle train part - Removed some props to cade - Removed 40 free points - Removed free ender + electrohammer + 10 bolts crossbow - Reduce 20 seconds (elevator part) - Reduce 20 seconds (after collapse) - Damage multiple 1.3x to 0 (disable) - Add new spawn zombie (collapse part) - Add 50 seconds in a hallway - Add 2 news music - Old fire come back March 16/03 zs_obj_rescape_v5 Balanced this map (more hard) Revised system headcrab Unlocked Add board nail directly on spawn human Add 2 news spawn zombie Add elevator trap same like evac Add 2 news music The end of this map more intense May 15/05 zs_obj_rescape_v5c Compile the map in normal (hammer) Balanced the map (a bit more hard) Balanced the end (more hard) Cannot more troll on begin the map with the hole Add new system poison zombie, fast zombie and wraith permanent Add new texture from Black Mesa Add some trigger_push front the zombie spawn (avoid spawnkill) Add sprite on the valve Removed 1 free aegis Fixed fire invisible Fixed props board invisible Fixed door black If the human is unable for deactivating the power it will be turns off in 3 min for avoid delay September 13/05 Ultimate Version zs_obj_rescape_hg Gameplay more hard and more intense Remove 2 minutes of the map (around 40min now) 3 room balanced and 2 hallways Poison zombie is unlocked when objectif start Zombine unlocked at train part 6 News spawns zombie Door spawn zombie open a bit faster again Add 8 spots bonemesh (single) Add many anti-aegis spot (like hallway) Props unbreakable by human at the restaurant part Armory removed All free item removed (ammo, heal, aegis) Zombie permanent removed Change Pukepus to Nightmare at the end Human can not more spawn kill here http://hpics.li/77ef568 Fast zombie is authorized this part http://hpics.li/1dc97e6 Improve lighting more beautiful some place Remake wood lift more realistic at restaurant part Tips/Info Before wave 1 start 2.10 to 3.10min 14 Zombie spawn and 19 redeems Weapon advise: Shotgun 12 Music September 28/09 zs_obj_rescape_hg_v2 Some door open very too fast and dont give time to human for advance Fixed exploit bonemesh permanent Remove 3 spot bonemesh Moved 1 spawn zombie too close from human Set intermission 1.20 to 0.45sec Put back same props like v5c All porps for cade is is now unbreakable by human Add 2 free station heal Removed 1 minute of the map Minor fix difficult to explain which can make this map a "bit" more easier Edited September 28, 2016 by Trazix 12 Quote Link to comment Share on other sites More sharing options...
Darkmoonstalker Posted January 27, 2016 Share Posted January 27, 2016 (edited) My body is ready! Edited January 27, 2016 by Cher 1 Quote Link to comment Share on other sites More sharing options...
Awesome dude Posted January 27, 2016 Share Posted January 27, 2016 Bye Vertigo then welcome to Rescape! 2 Quote Link to comment Share on other sites More sharing options...
Bossdaddy22 Posted January 27, 2016 Share Posted January 27, 2016 Noice 1 Quote Link to comment Share on other sites More sharing options...
Droog White-Haired Posted January 28, 2016 Share Posted January 28, 2016 Can't wait to play it. 1 Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 2, 2016 Author Share Posted February 2, 2016 Objective Rescape available 1 Quote Link to comment Share on other sites More sharing options...
Droog White-Haired Posted February 2, 2016 Share Posted February 2, 2016 Objective Rescape available Nice! Hope to play this map Friday night and in the weekend. 1 Quote Link to comment Share on other sites More sharing options...
Grim Raper Posted February 2, 2016 Share Posted February 2, 2016 This looks sick Trazix and Super, nice job! 2 Quote Link to comment Share on other sites More sharing options...
futo Posted February 2, 2016 Share Posted February 2, 2016 not autism-friendly rip ( ͡° ͜ʖ ͡°) Quote Link to comment Share on other sites More sharing options...
Matt Marche Posted February 2, 2016 Share Posted February 2, 2016 Huge criticism post incoming. You've been warned. [spoiler=Post]Note that some of the things I mention may have been your intent while making the map, but it's important to get outsider viewpoints on some parts. Right off the bat, the beginning area is incredibly human centric, a lot more so than any other objective map (with the obvious exception of vertigo). This coupled with the large (but necessary due to the map file size) load in time equals a very boring intro. My biggest complaint about the map is the cues. I'm not going to keep mentioning them because they are bad in 90% of the places they are used. Some objectives have no cues whatsoever, making it confusing for any first time, or even tenth time player. There's no timer, no sounds upon activation of checkpoints in a lot of places. A liberal application of message beacons, SOUNDS when doors break and better cues is necessary for this map to be well received in other communities. Also, one cue says "defend for 90 seconds" and another says " defend for 1 min 30 seconds". You should probably make it consistent. Side note: Bad texture placement in lobby. The music is loud relative to other objective maps. I use pretty much the default sound settings and I would have trouble hearing other people talk. The early objectives give barely any chance for zombies to do anything besides kill afks, and yield lots of opportunities for a savvy human to aegis certain spots and camp. I'm aware there are trigger hurts but the first few objectives are quite meaningless like a lot of objective maps suffer from, I think. Map suffers from "single doorway syndrome" for a lot of zombie spawns. Can be potentially abused, you'd need to see how strong humans typically are at certain points. This looks bad, I think it should be a staircase. The 6 free weapons, although locked by a code, will be quickly discovered and plundered every game. Up to this point, only very, very bad players will have died to zombies. I would personally depower it. This broken board will make people ragequit, guaranteed. Make it break when a player steps just beyond the electrified pipe. Errors for people without hl2:ep1/2. Good time to bring up another point about npcs: Back in 2014 someone submitted a map with npcs in it, and it was rejected with that being cited as a major reason. They can also easily create lag when you've got 70 people hauling at once. The boards at the part mentioned in the above picture are WAY too strong. This is a reoccuring annoyance. I understand the benefit in delaying humans, but if you get into a scenario where it's possible, but very difficult to fit through, everyone but the top players will die trying to get through. An easy solution is to link them all, and have them all break at once. (These boards only break upon being stepped on under certain circumstances) Huge clusterfuck of death if the human ratio falls by this point. Also of mention is the lack of props at prospective defense points. This would be a good place to add an aegis kit. Annoying inconsistency with boards breaking, or not breaking, throughout the map. It can logically be assumed these are safe, but they're not. The parts after this are very maze-like. This isn't a good thing when done to this extent. This map is confusing to the point where many, not just a few playthroughs are necessary to grasp it. Losing because of a memorization requirement is going to be annoying. This is the most confusing area in the entire map. You don't know what to do, there's no cues or beacons, you dont know where to exit, you don't know where zspawn is. Beacons required. Oh boy, this is kicking the hornet's nest. A lot of people have been banned due to maps that feed points. I'm not sure how standards have changed but this can cause a lot of problems. Expect people in the early hours to pick this for the big bonus. Super vague, again. The elevator troll isn't something you're going to win favours for. It's late enough that only experienced players will be alive and it's very uncommon for troll mechanics to be this late into a map, especially when the map offers SIX free top tier weapons at this point already. The ending difficulty is severely undercut if as I understand it the zombie spawn is before the bottom part in this picture. You can barricade the doorway and ignore the interior, minus one dedicated obj monkey. Map needs to be polished a lot but has potential. 5 Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) Huge criticism post incoming. You've been warned. I well understand your message, I agree on some idea and i will soon change its quickly I would like to respond to your message but my excellent English prevented me Also i need to see how is it with 70 players to see if the end is balanced and and if there are enough props or no some part For the music i wait more reviews And npc_zombine error i think is fixed Thank you for taking the time to help me otherwise i want clarified this map is study well the human does not need to advance to trigger_once, for enable the anti delay it activates itself, especially at the end Edited February 3, 2016 by Trazix 2 Quote Link to comment Share on other sites More sharing options...
Lumpymayo Posted February 3, 2016 Share Posted February 3, 2016 (edited) My suggestion is to add more ambient sounds to the map, some areas had no sound effects at all even though it has a raging pit of fire in it. Add steam effects for boilers, flame sounds next to a flame pit, electricity sounds for the broken electric pole, rain and thunder sounds when outside, when the ceiling collapses add a crashing building effect. Consider removing some of the music, it is too loud and too often, I think the sound effects I described would be much better than the music on the map. Finally add some skyscrapers to the skybox, this will help a lot with the atmosphere. Edited February 3, 2016 by Lumpymayo 1 Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) My suggestion is to add more ambient sounds to the map, some areas had no sound effects at all even though it has a raging pit of fire in it. Add steam effects for boilers, flame sounds next to a flame pit, electricity sounds for the broken electric pole, rain and thunder sounds when outside, when the ceiling collapses add a crashing building effect. Consider removing some of the music, it is too loud and too often, I think the sound effects I described would be much better than the music on the map. Finally add some skyscrapers to the skybox, this will help a lot with the atmosphere. I already thought about putting SFX the only problem the sound is very heavy (size Mb) the map is already 168 mo: / I'll try to see what I can do for SFX and ambient sounds I will remove the 2 police car at the end it cost me too much memory in exchange we will have more sound. It is true on one side of the map there is nothing, there's something missing, to be honest I do not know what to do I need some time to find something original so it doesn't matter in exchange you have everything else Edited February 3, 2016 by Trazix Quote Link to comment Share on other sites More sharing options...
Matt Marche Posted February 3, 2016 Share Posted February 3, 2016 (edited) (post) Okay, I'll cover the sections you don't agree with, and elaborate further. Remember that at the beginning I mentioned how it may have been the author's intent to have some things the way they are, it's just one individual's thoughts. Mentioning everything I like would double the post length and wouldn't help. [spoiler=post]The beginning paragraph is the only one I would keep if I had to simplify my criticisms. You just need to think back to when vertigo, pharmacy etc. was new ( at least relative to the people playing it) to realize how important a clear objective is. Did you notice I said nothing about the valve into steam-pipe objective? It works because There's only two paths, they don't have multiple, small rooms with them and you have time to figure it out because zombie spawns are behind. Asking for cues to be fixed is probably the least time consuming task short of the nodraw texture in the lobby. You don't have to hold people's hands, but at the lever room near the end of vertigo, it used to be an instant death until people went into singleplayer to figure it out because zombies severely outnumbered people every time (and this has happened with every obj map until lots of people memorize it) In regards to single-doorway spawns, one only needs to take inspiration from the several broken doors and "far below" zombie spawn much later on. Those are much harder to barricade. It's not too big of a deal, but it can become a big problem (like it did with vertigo). The "ramp in the doorway" doesn't make sense from a logical standpoint, and is inconsistent with the rest of the map, that's all. I don't see how this is being negative. Errors come from a lack of the zombine model. If you plan on having this on only HG that's fine, though. NPCs do cause engine lag, and the huge pile of fast zombie torsos later on will do it for even the heftiest of machines. That's a valid criticism too. Up to this point there's only one board that breaks upon standing on and I already mentioned it will cause ragequits, this one probably will too. The same solution can apply to that pit, make it break just before someone stands on it instead. Next paragraph is fine. Linking the boards is a great compromise to avoid the problems vertigo has. After the office in vertigo, people can get stuck trying to make tight jumps. Same thing can happen here, without doing that. Was recently informed you get points for winning maps anyway. Guess that's retracted. You can't deny that new zs players won't have died at this point, though. Can you name an objective map that has a death-mechanic more than halfway in? Dump: No. Vertigo: No. Pharmacy: Unless you can't see big yellow arrows, no. Evac: Last one is the train. Underground is escapable once trapped. Enervation: Not halfway. Etc etc. It can be left in, but considering that not even 2 days deep into playing zs I got people into the HS secret room, I have no idea how that's salt. I was almost never a victim. Last comment on the map, when I say "vague", it boils down to "no cues" which I cite as an important thing I won't be repeating. I forgot to mention, 168 mb is huge. Another thing you should consider is "trimming" the map. There's places where you could tone down on the textures (custom or not) without impacting the visual quality. That and the sounds obviously add a lot. 168 mb is a lot for people to take in. Consider the population increase when construct or flatgrass is played; new people love those low download times. Edited February 3, 2016 by marche Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 3, 2016 Author Share Posted February 3, 2016 We are now in 2016, people have space in their hard drives, good internet connections, and huge maps comes with a huge weight. I completely agree with Azona, we are in 2016 is over the map with 50Mo, a new source engine is planned for better graphic the size of the map will almost the double. Take the example of some games 5 years ago agame does not exceed 10GB, in 2016 we reach 60 GB. For this map it's the same i use custom props and a level disign high quality. Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) A lot of people who play on our server play gmod for the reason that it's easy on their outdated hardware. Not everyone has 970's and SSD's. The map file size is a huge deal also for load in time because the larger the map the longer it takes to load into the server, downloaded or not. The fact that most people are using 2010-era hardrives, so it takes a bit longer for them to load in. ok i can understand that i can still drop to 160MB easy but could no more, 160 mo I think is not excessive yet especially with the FastDL, so i put more time before wave 1 start 2.10 to 3.10 it should not be a problem if the time is right Edited February 3, 2016 by Trazix Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) I finished atmosphere then what you thought ?! this is just an example i improve the buildings, the picture you are watching this will not be the same for the final version Edited February 3, 2016 by Trazix 2 Quote Link to comment Share on other sites More sharing options...
Dreamy Posted February 4, 2016 Share Posted February 4, 2016 It's looking really good Trazix I would love to see this map on the server! 2 Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 4, 2016 Author Share Posted February 4, 2016 (edited) Update zs_obj_rescape_v1 available You can see the changelog for more info the error zombine_npc come if you ever have joined server with the model zombine, this error will never come for HG server. But I think I fixed the problem, I added directly model with a software packt Edited February 4, 2016 by Trazix Quote Link to comment Share on other sites More sharing options...
Ataxylon Posted February 8, 2016 Share Posted February 8, 2016 I'm Ready I'm Ready I'm Ready Seriously though, it's looking great! Keep up the good work! 1 Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 9, 2016 Author Share Posted February 9, 2016 I improved one room at the end, it will appear if there are version 2 (v2) Before http://hpics.li/c47a51a After http://hpics.li/6a42641 http://hpics.li/0bc2f36 4 Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 14, 2016 Author Share Posted February 14, 2016 (edited) This is the last version before the test, I don't think i will release another version I improved graphically some room I added zombie corpse all the map Before http://hpics.li/3d2f4f7 http://hpics.li/1e3e48a After http://hpics.li/d2b66c2 http://hpics.li/ee61a91 More pictures example http://hpics.li/2bb933c http://hpics.li/bdc6a1d http://hpics.li/c1034e5 My post above with new room was added also Edited February 14, 2016 by Trazix 2 Quote Link to comment Share on other sites More sharing options...
Trazix Posted February 16, 2016 Author Share Posted February 16, 2016 Workshop available http://steamcommunity.com/sharedfiles/filedetails/?id=617404934 2 Quote Link to comment Share on other sites More sharing options...
Trazix Posted March 7, 2016 Author Share Posted March 7, 2016 (edited) Rescape is now on serveur hg we play already with 70 players, so.. How to say ? It was the Apocalypse !! Dammm But some things are not balanced i work on rescape_v4b i will release very soon. Know that this is the beginning of this map nobody know this map hard level. I am sure in 1 years you will ask me for a new version very hard because it will be too easy CHANGELOG (V4B) Frist time we play this part with 70 peoples, easy 20 peoples die in 10sec so i balanced this part more easy Before http://hpics.li/489e85c http://hpics.li/a18fc29 After http://hpics.li/2d78390 http://hpics.li/8743312 - Reduced hallway board - Remove all board break on pressure - Add more board ------- This part is very hard i balanced http://hpics.li/1a3ad1f - Remove wall right near door spawn zombie - Add 2 more props - Lift speed 0.04 to 0.05 --------- This it is when we do not know the map, lol all players go in spawn zombie http://hpics.li/6ff0301 - Add message Beacons some part "ZOMBIE SPAWN" Edited March 8, 2016 by Trazix 3 Quote Link to comment Share on other sites More sharing options...
FoxHound Posted March 8, 2016 Share Posted March 8, 2016 Suggestion: http://i.imgur.com/ndGHTRi.jpg these sides that I've circled you fall through, it false advertising and the side shouldn't be so big, should be solid or not there at all. Quote Link to comment Share on other sites More sharing options...
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