zm_impossiKub3_F1

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Impossibru!

My Impossibru map. Something we came up with over at PlagueFest. To create a ZM map with the dimensions 1024x1024. (Of course this means the playable area. Skybox and pretty stuff are not bound by this.) It's pretty, it's pink, and it's fucked up. I have absolutely no idea if this will ACTUALLY work. 64 spawns and a butt fuck of holdable positions. I expect LOTS of lag from this. (I hope not. D: ) This version is only a test. Once I get help with Propper (Grumble grumble) I will be doing the skybox, because right now I am hitting the limit for planes. Please test and provide feedback. Thank you. :)

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  • 5y
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  • 5y
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    **Pros:**

    - Color
    - Style
    - :D

    **Cons:**

    - You are better than me! :D Just a joke...

    **Notes:**

    - I like it. Thanks! Just keep do maps!
    • Thanks x 1
  • 5y
    Dirtybag avatar
    Dirtybag avatar Offline
    Member Joined 6y
    > **Posted by Ganryu**

    > > **Posted by Dirtybag**
    >
    > > > **Posted by Ganryu**
    > > >
    > > > Well, with your more common zombie maps, there are usually hiding places or spots that would be difficult to get to for various reasons (traps built into the map for the survivors, barricades on doorways, etc.). This map has little to none of those kind of spots in it, and it would make for a very unbalanced zombie map (the objective of zombie maps are to survive until all zombies are dead or until the timer.
    > >
    > > If I wasn't such a ZM nut, I'd be willing to concur. However, I have years of experience with ZM. I do know how to build holdable positions and I took tons of time to ensure positions are usable and not easily compromised, making sure skilled humans can win a round. As this map was made for a Unlimited ammo server. With that, often times 2 or 3 humans can hold off a good number of zombies with ease.
    > >
    > > Cade's are not necessary. Not with ZM. Like ZE, players can hold places with teamwork, without having to build something up. Hiding places are not a really needed, but they can be fun. However, my map is completely transparent, and therefore, any and all hiding is nullified.
    > >
    > > Fight yard will not happen. The entire map is transparent. There is absolutely no place to hide here. It would become a game of who can shoot faster at spawn. :/
    > >
    > > Knife arena would work. However, both teams start on the bottom floor. For Knife arena it would need the players to have a little more initiative to explore the map, and not just go at it from the start.
    > >
    > > I get what you mean, though. It looks like a cluster fuck from the pics. xD If you were to play the map, would see though that I have built lots of positions and have taken much time to ensure they are not easily compromised for a balanced play. I am still waiting on the test results from PF as to whether the map works/lags or not, however. I suspect seeing 64 players at all times and a cluster fuck of planes/brushes will either crash the server or just lag everyone to ass. ~X
    >
    > I actually have played this map, I suggested it as a quick test map for my clan's zombie servers last night to see what they'd think. Without the use of barricades or unlimited ammo (we have a store system for buying ammo on the fly if needed) in our "classic" zombie server, this map really isn't all that suitable for a zombie map, even with the more skilled players that we have in the server. On our other "RPG" zombie server, we have the use of barricades implemented into the game and have removed the ability to buy ammo on the fly, instead leaving ammo supplying to anyone playing as a support class. Even with the use of barricades and support players providing unlimited amounts of ammo, it's still not set up well enough to be a zombie map. We have quite a few regulars that frequent zombie servers in general, and they were mostly complaining about the map not being "a true zombie map". We placed the map into our MG server shortly after as a test for what else it might work for, and all that was being heard were comments about the map being more of a fight yard or knife arena map. Going off our player-base was saying, this isn't much of a zombie map in terms of how it's set up. If you're playing on a zombie server that has extremely over-powered weapons that knock the zombie players back 10 feet each time they are hit, I can see how this would be effective. However, without those added in, this map is better suited to one of the map styles I mentioned before. It's a decent map, don't get me wrong. It just doesn't really fit in with other zombie-based maps.
    >
    > On a side note, not all Fight Yard maps have hiding spaces. I've seen a few that have transparent floors and walls, so this would still work as a Fight Yard map as well.

    Ah I see. Good to know. ^^ I could remake it for limited ammo, but this map was specifically made for PF's ZM server. The whole impossibru thing was something we came up with on the fly. I actually only upload to GB cause it makes it easier for me to keep track of any updates I make.

    I can look into making it a fight yard map to. I'll look into it. ^^

    Also, I love making pages long with giant quotes. xD
    Dirty
  • 5y
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    Ganryu avatar
    Ganryu
    Helpful Toastie
    > **Posted by Dirtybag**

    > > **Posted by Ganryu**
    > >
    > > Well, with your more common zombie maps, there are usually hiding places or spots that would be difficult to get to for various reasons (traps built into the map for the survivors, barricades on doorways, etc.). This map has little to none of those kind of spots in it, and it would make for a very unbalanced zombie map (the objective of zombie maps are to survive until all zombies are dead or until the timer.
    >
    > If I wasn't such a ZM nut, I'd be willing to concur. However, I have years of experience with ZM. I do know how to build holdable positions and I took tons of time to ensure positions are usable and not easily compromised, making sure skilled humans can win a round. As this map was made for a Unlimited ammo server. With that, often times 2 or 3 humans can hold off a good number of zombies with ease.
    >
    > Cade's are not necessary. Not with ZM. Like ZE, players can hold places with teamwork, without having to build something up. Hiding places are not a really needed, but they can be fun. However, my map is completely transparent, and therefore, any and all hiding is nullified.
    >
    > Fight yard will not happen. The entire map is transparent. There is absolutely no place to hide here. It would become a game of who can shoot faster at spawn. :/
    >
    > Knife arena would work. However, both teams start on the bottom floor. For Knife arena it would need the players to have a little more initiative to explore the map, and not just go at it from the start.
    >
    > I get what you mean, though. It looks like a cluster fuck from the pics. xD If you were to play the map, would see though that I have built lots of positions and have taken much time to ensure they are not easily compromised for a balanced play. I am still waiting on the test results from PF as to whether the map works/lags or not, however. I suspect seeing 64 players at all times and a cluster fuck of planes/brushes will either crash the server or just lag everyone to ass. ~X

    I actually have played this map, I suggested it as a quick test map for my clan's zombie servers last night to see what they'd think. Without the use of barricades or unlimited ammo (we have a store system for buying ammo on the fly if needed) in our "classic" zombie server, this map really isn't all that suitable for a zombie map, even with the more skilled players that we have in the server. On our other "RPG" zombie server, we have the use of barricades implemented into the game and have removed the ability to buy ammo on the fly, instead leaving ammo supplying to anyone playing as a support class. Even with the use of barricades and support players providing unlimited amounts of ammo, it's still not set up well enough to be a zombie map. We have quite a few regulars that frequent zombie servers in general, and they were mostly complaining about the map not being "a true zombie map". We placed the map into our MG server shortly after as a test for what else it might work for, and all that was being heard were comments about the map being more of a fight yard or knife arena map. Going off our player-base was saying, this isn't much of a zombie map in terms of how it's set up. If you're playing on a zombie server that has extremely over-powered weapons that knock the zombie players back 10 feet each time they are hit, I can see how this would be effective. However, without those added in, this map is better suited to one of the map styles I mentioned before. It's a decent map, don't get me wrong. It just doesn't really fit in with other zombie-based maps.

    On a side note, not all Fight Yard maps have hiding spaces. I've seen a few that have transparent floors and walls, so this would still work as a Fight Yard map as well.
    Not as serious as you'd think.
  • 5y
    n3omccoy avatar
    n3omccoy Offline
    Member Joined 6y
    294 points Ranked 13230th
    I love the uniqueness and the pinkness. Haha. Well done. Can't wait to play it :D

    -Jermaine

    10/10

    Bananite
  • 5y
    Dirtybag avatar
    Dirtybag avatar Offline
    Member Joined 6y
    > **Posted by Ganryu**
    >
    > Well, with your more common zombie maps, there are usually hiding places or spots that would be difficult to get to for various reasons (traps built into the map for the survivors, barricades on doorways, etc.). This map has little to none of those kind of spots in it, and it would make for a very unbalanced zombie map (the objective of zombie maps are to survive until all zombies are dead or until the timer.

    If I wasn't such a ZM nut, I'd be willing to concur. However, I have years of experience with ZM. I do know how to build holdable positions and I took tons of time to ensure positions are usable and not easily compromised, making sure skilled humans can win a round. As this map was made for a Unlimited ammo server. With that, often times 2 or 3 humans can hold off a good number of zombies with ease.

    Cade's are not necessary. Not with ZM. Like ZE, players can hold places with teamwork, without having to build something up. Hiding places are not a really needed, but they can be fun. However, my map is completely transparent, and therefore, any and all hiding is nullified.

    Fight yard will not happen. The entire map is transparent. There is absolutely no place to hide here. It would become a game of who can shoot faster at spawn. :/

    Knife arena would work. However, both teams start on the bottom floor. For Knife arena it would need the players to have a little more initiative to explore the map, and not just go at it from the start.

    I get what you mean, though. It looks like a cluster fuck from the pics. xD If you were to play the map, would see though that I have built lots of positions and have taken much time to ensure they are not easily compromised for a balanced play. I am still waiting on the test results from PF as to whether the map works/lags or not, however. I suspect seeing 64 players at all times and a cluster fuck of planes/brushes will either crash the server or just lag everyone to ass. ~X
    Dirty
  • 5y
    Ganryu avatar
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    Ganryu avatar
    Ganryu
    Helpful Toastie
    > **Posted by Dirtybag**

    > > **Posted by Ganryu**
    >
    > > With the way this map looks in terms of overall setup, it's highly unsuitable for a zombie map. If anything, I'd say this is more of a Fight Yard map or a Knife Arena map.
    >
    > How so? This intrigues me.

    Well, with your more common zombie maps, there are usually hiding places or spots that would be difficult to get to for various reasons (traps built into the map for the survivors, barricades on doorways, etc.). This map has little to none of those kind of spots in it, and it would make for a very unbalanced zombie map (the objective of zombie maps are to survive until all zombies are dead or until the timer. However, if this were a Fight Yard or Knife Arena map, there is enough elements in the map that would help to provide a player with cover to try and escape their opponent or to make it more difficult for them to be killed because of the odd placements. For a zombies map, this is a pretty bad setup. For a Fight Yard or Knife Arena map, this setup is perfect.
    Not as serious as you'd think.
  • 5y
    Dirtybag avatar
    Dirtybag avatar Offline
    Member Joined 6y
    > **Posted by Ganryu**

    > With the way this map looks in terms of overall setup, it's highly unsuitable for a zombie map. If anything, I'd say this is more of a Fight Yard map or a Knife Arena map.

    How so? This intrigues me.
    Dirty
  • 5y
    Ganryu avatar
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    Ganryu avatar
    Ganryu
    Helpful Toastie
    With the way this map looks in terms of overall setup, it's highly unsuitable for a zombie map. If anything, I'd say this is more of a Fight Yard map or a Knife Arena map.
    Not as serious as you'd think.

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Details

Version
0.9

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Players
64
Development State
Beta

Stats

Posts
9
Views
2,269
Downloads
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Date Added
5y
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