ze abandoned project v1 2

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ZE ABANDONED PROJECT Map released. - 3 Levels - 3 diferent endings - 3 human weapons - 3 possible ways depending on the stage - Boss fight - Zombie respawn commands - Admin room - No cubemaps (thanks valve for your specials bugs) On new version: - More humans weapons - Zombie weapons - More levels - Bug fixes (report them plz) - Cubemaps

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  • 4y
    SlavaSL avatar
    SlavaSL Offline
    Member Joined 5y
    399 points Ranked 10388th
    Great textures and details
    Great work!

    10/10

    Bananite
  • 4y
    Mad_ avatar
    Mad_ Offline
    Member Joined 8y
    863 points Ranked 5355th
    Ok, so we just played this map on i3D's Zombie escape server. I am really impressed with the map, even though we didn't get very far into it (so this feedback is based on the first level only, although im assuming some of the points could be applied to the rest of it)

    In the second hold point after the lift, the door that you actually have to go through is the smallest one in the room... The first time we played this pretty much everyone died because of this, everyone was waiting for the gate to open.

    When you have to get the cores, I think it should be a little bit more clear where the rest of the players should wait instead of everyone retreating up the ladder and then making everyone fail.
    Also if a troller gets a core and refuses to take it down then it sort of fucks it up for everyone. I'm not sure if this is too much responsibility for two players on behalf of the whole team. Also when going back down the ladder I think it should be lit a bit better to make it a bit more obvious where the ladder is, currently its in the shadows hidden behind a box, and in the heat of the moment you may forget where it is and it just seems a bit unnecessary. And also on top of that its very unclear which door/gate is going to open. Maybe some sort of indicator that the gate is disabled Because of the cores not being in place, either with a red light that switches to green when it opens or something.

    At the final hold point (at least on the first level) its very unclear as to where you are meant to be going. There are three hele pad type things, but it doesn't say which one to go to, I know the middle one would seem most obvious, but when we played everyone split up and went to different ones causing us to lose. Also then zombies got onto the 'Hydra' and won. Zombies escaping also caused the game to go onto hard mode, which I'm assuming is a bug.

    Overall it is a realllly nice map, I love the architecture and brushwork. I just would love to see more use of lights, not only to light the map, but as a way finding tool. If you play games like left 4 dead, you will notice lighting is one of the main things used to subconsciously tell players where to go, either from car lights, or only certain houses being lit up. Basic things could be done to improve way finding, just by lighting up areas that need your attention and reducing light levels of paths you are not meant to be taking.
    I look forward to seeing any future developments in this map.
    • Agree x 1
     avatar
    Mantra
  • 4y
    P.S.M avatar
    P.S.M Offline
    Member Joined 5y
    340 points Ranked 11814th
    After OVER 9000 years of development you release.
    GG.

    9.6/10

    Biotux
  • 4y
    Kaesar avatar
    Kaesar Offline
    Member Joined 6y
    These bosses system is being used, and bored using it already. But well, the boss was made 3 or 4 months ago. Perhaps in the next version, i can make more animations, and Kagalera more actions from the hammer.

    moc moc.

    10/10

    www.kaesar.info
  • 4y
    tolleno-peo avatar
    Member Joined 5y
    468 points Ranked 9148th
    > **Posted by Kaemon**

    > Purpzz: Aparently, since the VPK update, Cubemaps won't build correctly (they look like they do, but you don't see them when you load the map, probably because they try to add themselves to the map in the wrong folder or something); so we need to wait for a fix. Some people can build them in HL2 (wich still works while waiting to be moved to VPK as well), but some CSS maps will crash when loaded on HL2.
    >
    > EDIT: Hm... Maybe if you have a copy of the map on the old directory, the cubemaps could get added to that one correctly, and then you move the .bsp with the cubemaps to the new folder inside /common? Worth a shot.
    >
    > Kagalera: The map is kinda good; but I won't praise anything; just point out the minor flaws or issues I have with the map :-P
    >
    > First, a very stupid-minor one; but during a fast NoClipping prior to playing the map, I saw the decorative stairs on the end zone; near the big pipe that drops water into the river/lake/sea where you take the final ship, and I thought they were part of one of the paths; got disappointed you never get to walk them; it looked cool to be on those stairs, by a cliff, so high from the ground (water).
    >
    > Second, more a concern than anything, and I didn't saw it; but the very last ship looks like could give problems on some servers. You know how Source doesn't really like vehicles a lot; but your ship is quite big, quite complex, and does some big turns... I'm afraid of it being laggy, irresponsible (not being able to shot zombies, similar to that big elevator on the last RPD map) or just crush-killing players when turning. Then again, I only saw it on singleplayer and may work well on multi; but I have my doubts.
    >
    > And third... The boss... I already saw it sometime ago (even if I forgot about him and was wondering what the boss was going to be, XD); and it looks good, and Kaem did some nice job with the animations; but its very... "meh". He seems to appear saying "Look at me, I'm the mandatory boss fight, kill me and let's be done with this". Dunno. I still have to see it with other players while playing without cheats; but singleplayer noclipping during it with his only "Run at you and auto-attack" movement sure was boring. Also, it seems a little random and out of place in your map... Like, nothing is really themed with him, is it?
    >
    > Also, if the Decals give you problems of going to unwanted brushes/faces, just replace those giving you problem with Overlays; you can tell them in what faces you want them, and even re-size them if you want.

    First: its true, that should be a part of a new/different stage on the future XD but i am not sure how i will do it, i have some ideas
    Second: The last ship isn't a single model, are 3 model with bone followers disable and not very detailed in collisions that are made by me with clip texture
    Third: We can call the boss pre-alpha XD, i want make jumps and some fire particles on the floor for add more action to the boss because now is very simple (*ejem crap ejem*) But Kaem/Kaesar/k./Special K. wanted make a boss with that model and he gave me the simple geometry of the room (bullshit box leaked) and his fluid animations of the boss that sometimes looks like the moonwalk are some weird XD and if you think it is a little nosense that predalien on a abandoned base waiting for you but he was crying so I, like a gentlemen, accepted make it.
    Zombie Escape Mapper avatar
    Mantra
    Zombie Escape Mapper
  • 4y
    Kaemon avatar
    Kaemon Offline
    Member Joined 7y
    2,141 points Ranked 2176th
    10 medals 2 rare
    • 2nd Place - Treasure Hunter Mapping Contest Medal icon
    • 6 years a member Medal icon
    • Reached 1,000 Points Medal icon
    • 1 post awarded Exemplary Feedback Medal icon
    • 5 posts awarded Exemplary Feedback Medal icon
    • One month a member Medal icon
    Purpzz: Aparently, since the VPK update, Cubemaps won't build correctly (they look like they do, but you don't see them when you load the map, probably because they try to add themselves to the map in the wrong folder or something); so we need to wait for a fix. Some people can build them in HL2 (wich still works while waiting to be moved to VPK as well), but some CSS maps will crash when loaded on HL2.

    EDIT: Hm... Maybe if you have a copy of the map on the old directory, the cubemaps could get added to that one correctly, and then you move the .bsp with the cubemaps to the new folder inside /common? Worth a shot.

    Kagalera: The map is kinda good; but I won't praise anything; just point out the minor flaws or issues I have with the map :-P

    First, a very stupid-minor one; but during a fast NoClipping prior to playing the map, I saw the decorative stairs on the end zone; near the big pipe that drops water into the river/lake/sea where you take the final ship, and I thought they were part of one of the paths; got disappointed you never get to walk them; it looked cool to be on those stairs, by a cliff, so high from the ground (water).

    Second, more a concern than anything, and I didn't saw it; but the very last ship looks like could give problems on some servers. You know how Source doesn't really like vehicles a lot; but your ship is quite big, quite complex, and does some big turns... I'm afraid of it being laggy, irresponsible (not being able to shot zombies, similar to that big elevator on the last RPD map) or just crush-killing players when turning. Then again, I only saw it on singleplayer and may work well on multi; but I have my doubts.

    And third... The boss... I already saw it sometime ago (even if I forgot about him and was wondering what the boss was going to be, XD); and it looks good, and Kaem did some nice job with the animations; but its very... "meh". He seems to appear saying "Look at me, I'm the mandatory boss fight, kill me and let's be done with this". Dunno. I still have to see it with other players while playing without cheats; but singleplayer noclipping during it with his only "Run at you and auto-attack" movement sure was boring. Also, it seems a little random and out of place in your map... Like, nothing is really themed with him, is it?

    Also, if the Decals give you problems of going to unwanted brushes/faces, just replace those giving you problem with Overlays; you can tell them in what faces you want them, and even re-size them if you want.
    Mapper
  • 4y
    Stopped avatar
    Stopped Offline
    Member Joined 8y
    1,801 points Ranked 2609th
    Hey, seems like a fun map!

    One question... what do you mean with 'bugging cubemaps'?
  • 4y
    tormacoy avatar
    tormacoy Offline
    Member Joined 6y
    893 points Ranked 5175th
    Finally :D Hope people enjoy it

    9.2/10

    Bananite

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Credits

Key Authors
Kagalera
Mapper
Kaesar
Models
Original Authors
SOLDIERBEST
Original map

Submitter

tolleno-peo avatar
Member Joined 5y
468 points Ranked 9148th

tolleno-peo
Creator
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Category

Details

Version
v1_2

Attributes

Players
64
Development State
Final/Stable

Stats

Posts
8
Views
9,112
Downloads
3,814
Date Added
4y
Date Modified
4y
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