Ze_Parking_v2a

Credits

Submitter
  • P1: Beggar
    Points: 430
  • E1: Helper
    EF: 2
  • C1: Member
  • A4: Graduate
    Account Age: 2 years
LeGrem (Creator/Co-creator)
Key Authors
LeGrem
mapping
Original Authors
Valve
Cars/trucks models
Special Thanks
Luffaren
minigun weapon
Hannibal
Grenade Launcher weapon

Rating

9.50/10
Based off 6 rating(s)

Additional Info

Development State
Final/Stable
Version
4
Maximum Players
64

Stats

Post Count
13
ViewCount
3,071
Downloads
1,687
Date Added
9 months ago
Date Modified
8 months ago

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Leveling ZE map

Specifications :

  • 64 players
  • afk teleport
  • cubemap
  • particles
  • 4 weapons
  • 1 controled weapon
  • level system (with buttons to change difficulties for admin)

There is 3 levels with 2 difficulties, The levels get longer when you win it, it's working like that :

  • Level 1 = Level 1 (4 min)
  • Level 2 = Level 1 + level 2 (7/8 min)
  • Level 3 = Level 1 + level 2 + level 3 (9 min)

V2a :

  • fix crash at the end of level2
  • timming adjustment
  • some little way modification on floor 12 / 13
  • weapon modification : minigun cooldown X2 and push reduce 60%, proxi_mines cooldown +5s

V1c

  • fix leveling system that previously allow CT to win when it's lost
  • fix crashing client (hl2.exe ...) at the very end of level 2
  • fix floor 1 door which was closing when it should be open
  • flamethrower cooldown change from 60s to 45s
  • proxi mine are unlimited but cooldown change from 5s to 10s
  • modification of AFK teleport timming and adding an alert
  • modification of timming and barricades on holding at floor 1, 9 and 13
  • adding teleport + message for zonbies who waitting for the elevators
  • Level 3 is now shorter and can be finish
  • moving the weapons spawn for grenade launcher and proxi mine (closer to the way)
  • add doors on the sides entries, all paylers are at the sametime at the ramp to floor 1
  • zombies spawn 5s later

V1b :

  • visual bug correction
  • elevator doors fix
  • falling floor / roof modification to avoid stuck
  • falling roof from level 2 at trucks modify (teleport) to avoid stuck players too
  • fix respawn/die, this was come from the map

The story :

********* NEWS FLASH ************

That's crazy, there is zombies everywhere !! YES ZOMBIES !!!

Army is here to help for the evacuation, but they are almost all gone !!

oh no what is it ..... ahhhhh

*************END*****************

You are the last survivors, the last messages invite us to evacuate to the parking in the middle of the city but they won't wait for long time !

Let's go ! but be carefull, there is still some zombies around us.

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Comments

    • P1: Beggar
      Points: 284
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    VERY GOOD MAP !!!!

    :)

    Bananite
    • P2: Drudge
      Points: 6,137
    • E1: Helper
      EF: 15
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Pros:

    • the leveling system
    • a simple theme but really nice made
    • varied stop area
    • important run part ideas (fire,hole....)
    • ground which beak to open the way : really nice job
    • 4 weapons, mines spawner is really a great one
    • chopper and all different cars models
    • a real story for a completly custom map (story inspired by L4D ?)
    • really nice musics
    • real possibility for covering before stop area
    • extrem difficulty changing really nice did
    • I didn't see any graphic bug.

    Cons:

    • the end of level 3 (normal) is strange in the server I play this map because zombies come some times after humans so the chpper is already close but they (zm) go through barricade quickly so the fight is on the heli area.
    • always the same time of run part. (personally I don't care about it but people don't like)
    • run part is easy so zombies can't reach the end of humans to upgrade difficulty during one level (zm numbers does not increase)s
    • it is very easy for people who fail "hole part" to be first to elevators (elevators by stairs road is smaller than normal road)
    • Something i don't like is that zombie can cut humans who cover on towers at the end of level 2 (and if the new zm wait the nuke, or was cut near the nuke humans win ^^)
    • another thing : too much player clip on the truck (stop are on level two and three)
    • no bossfight (when will you make a map with bossfight)... I understand why not in this map but one day maybe ?

    Improvements:

    • add some spray (tag) decals
    • make an harder road (with cars to jump on to continue as example)
    • http://www.gamebanana.com/prefabs/509
    • http://www.gamebanana.com/prefabs/3839
    • http://www.gamebanana.com/prefabs/5184
    • http://www.gamebanana.com/prefabs/5726
    • http://www.gamebanana.com/prefabs/3729

    Notes:

    • Overall a really nice job
    • Brought and played on FR Â… ZOMBIE ESCAPE || NO BLOCK Â… hellz.fr, 81.93.244.220:36000

    EDIT : I forgot : players models pass throught the breaking ground : here I thought to put a player clip in the place where the ground fall and no player clip on these ground. (Before the falling you should put another clip you disable when the ground is falling.

    I know it is not extremely clear (edit part), if you didn't understand I will translate it in french.

    • Agree x 1
    • Win x 1
    • Helpful x 1
    Sleeper
    • P1: Beggar
      Points: 430
    • E1: Helper
      EF: 2
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Posted by thegregster101

    so what was causing the crash at the end of level 2 in the end then?

    the particle effect, there was 6 or 7 info particle system called at the end with 2 different particle effect, i've remove 3 and keep only 1 effect and all working fine now

    Bananite
    • P1: Beggar
      Points: 704
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    so what was causing the crash at the end of level 2 in the end then?

    Bananite
    • P1: Beggar
      Points: 35
    • C1: Member
    • A2: Tenderfoot
      Account Age: 11 months

    Hello !! I had chance to test this map with around 30 other m8ts! overall map is nice but... I find map way 2 confusing... its difficult sometimes to find the right way. Another thing i dont like is that all of textures and props on every floor are almost the same what makes map boring... u could think of smth else than regular oldstyle hold-point

    another thing against is === i heard from others but i didnt try myself=== super-weapons like minigun are way too overpowered, i didnt use them myself but somehow it may answer my question why there are always so few zombies on the end...

    Other things i heard others didnt like was "a lot of running and not much of ze-ct contact.

    Good luck m8t !

    Bananite
    • P1: Beggar
      Points: 430
    • E1: Helper
      EF: 2
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Posted by mat.duf

    When I tested the fixed version, the nuke at the end of the 2nd level made my game crashed :(

    yes i finally find how to fix this client crashing last hour, new version arrive (+ohter fix/modifications)

    Bananite
    • P2: Drudge
      Points: 6,137
    • E1: Helper
      EF: 15
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    When I tested the fixed version, the nuke at the end of the 2nd level made my game crashed :(

    Sleeper
    • P1: Beggar
      Points: 430
    • E1: Helper
      EF: 2
    • C1: Member
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      Account Age: 2 years

    Posted by Retslag1 - Also, on the 3rd level, toward the very end, then the entire pathway of cement falls down, humans must travel down to the lvl below, and then another large chunk of cement falls down, allowing humans to travel back up it, it appears bugged, as humans have a hard time traveling down and up those slanted cement chunks. They were able to do it, they were just moving very slow and unable to jump. I do not know if this is intentional or not.

    elevators is only visual problem (doors have touch open activated) but there is a wall no one can fall :)

    For the problem in quote i have some doubts when i use the entity, that is not supposed to be like that :(

    Bananite
    • P1: Beggar
      Points: 430
    • E1: Helper
      EF: 2
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      Account Age: 2 years

    Posted by mat.duf Cons:

    • 1 That breaking floors (ones which don't fall) are a bit strange : http://steamcommunity.com/id/matduf/screenshot/596946075169887467/?
    • 2 http://steamcommunity.com/id/matduf/screenshot/596946075169875605/? elevators bug, just touching it open the doors but just for view (player clip still here)
    • 3 vertical mines (lol!) http://steamcommunity.com/id/matduf/screenshot/596946075169885879/?
    • 4 http://steamcommunity.com/id/matduf/screenshot/596946075169883759/? elevator doors in the bunker at the end of level 3
    • 5 http://steamcommunity.com/id/matduf/screenshot/596946075169880647/? I am in the wall of the chopper
    • 6 http://steamcommunity.com/id/matduf/screenshot/596946075169889317/? missing texture of a prop (maybe put an other prop to hide) > this is in the normal way for level 2 or 3
    • 7 We also can be stuck into the ground which break to open the way (on top of trucks)
    • 8 On the same top of trucks, in normal modes crates haven't players clip.
    • 1 yes i now but i had to turn breakable into prop due to source limitations and shadow are a little bit glitchy
    • 2/4/6/8 fixed (only visual bug, i'm happy)
    • 3 mines ... it will be ok like that ^^
    • 5 it's only the collision of the chopper, players still find the way to stuck them ...
    • 7 i'll see what to do, don't go under :)

    there is afk teleport (enable at the end of each level)

    Bananite
    • P1: Beggar
      Points: 134
    • E1: Helper
      EF: 2
    • C1: Member
    • A3: Apprentice
      Account Age: 1 year

    Pros:

    • very well done map
    • map appears well put together, the hold points give zombies a chance to catch up to the ct's

    Cons:

    • There is a "see-thru" bug on the elevators. Meaning, once on the elevators and traveling upwards, you can see thru the doors, and can see the entire map. Once you leave the elevator, this bug is gone.
    • Also, on the 3rd level, toward the very end, then the entire pathway of cement falls down, humans must travel down to the lvl below, and then another large chunk of cement falls down, allowing humans to travel back up it, it appears bugged, as humans have a hard time traveling down and up those slanted cement chunks. They were able to do it, they were just moving very slow and unable to jump. I do not know if this is intentional or not.

    Improvements:

    • Fix the elevators as mentioned above.

    Notes:

    • let me know on steam (retslag1) or on the plagufest.com forums if you need more info regarding the fallen cement slabs issue.
    • this was tested on ze.plaguefest.com
    Bananite