ZE_PAPER_ESCAPER: CONTEST FIX!

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NEW PAPER ESCAPER VERSION (CONTEST ONE) FIVE LEVELS

VERSION 6_6c AND 6_6c2 ARE THE VALID CONTEST VERSIONS. I DO RECOMMEND, HOWEVER, THAT YOU UPLOAD 6_6c2 SO IT'S A FIXED AND SLIGHTLY BALANCED VERSION. ======================================================================================== What's new? ================== - Improved boss system - Antispam system - New level (THE END) - Filtered glasspanes - Doors that lock themselves so that griefers can't grief - Hard level is harder, and the boat is boater - Transparent water - Holding time at some places lowered - Ammo box lag fixed (Hopefully) - The contest (see below) The contest: ================== [SteamGroup (Where you should submit your videos/bugs)](http://steamcommunity.com/groups/ZPECONTEST "SteamGroup (Where you should submit your videos/bugs)") The contest, as stated in the SteamGroup, consists in submitting a video (upload it to youtube, please) in which you show how you beat THE END. Showing yourself beating MASSACRE's boss is also encouraged, as it will help me decide which should make it to the list in case there are a lot of entries -I doubt this, but well-. I suggest you read the whole information at the SteamGroup. Also, As you might have noticed, I have NOT described this new level -I won't-. I want you to legally beat the WHOLE map, and because of that I will only say one thing about the last level: if you fail, you go back to MASSACRE. Sounds hard, huh? We will see. PS: There's a way in which you can actually disable that level loss; read what Console says (it might help).

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  • 1
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  • 4y
    Enviolinador avatar
    Member Joined 8y
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    > **Posted by Ominn**
    > Also, minor thing, awesome mapper dude; "Ominn", not "Omimn" in the credits. Not a big deal of course, just silly nitpicking ^_^

    Fix'd. Also, not even a good mapper at all; I believe it's your textures what really liven up the map.
  • 4y
    Ominn avatar
    Ominn Offline
    Member Joined 10y
    1,414 points Ranked 3314th
    > **Posted by HaZZaRDouZ**

    > **Pros:**
    >
    > - The textures. I really love the theme of this map.
    > - I really love the pointers that show you the way to go throughout the map.
    > - I think the lighting fits the theme, yet gives that feel that you want from a ZE map, the effects such as flickering that you added greatly improve the theme.
    > - I like the panic-like events, where you have to wait for a door to open ... really keeps up the ZE theme.
    > - Good cover for CTs.
    > - Console messages, it helps to tell what is going on with your team/the opponent.
    > - Rocket Launchers, need I say more?
    > - The map is really long!
    >
    > **Cons:**
    >
    > - The pointers collide with the player. (1)
    > - Bumpy-ness on the stairs. (2)
    > - Buttons are not *that* obvious. (3)
    > - The holes in the walls in the hallway after the first flight of stairs seems kind of out of place. (4)
    > - No sketchy water? (5)
    > - Clipping with various brushes. (6)
    > - Only some vents break? (7)
    > - Ladder texture doesn't look that good, I think it needs transparency and better "mirroring".
    >
    > **Improvements:**
    >
    > - Make pointers into func_illusionary? (1)
    > - Add clip brush to stairs. (2)
    > - Add pointers to buttons? (3)
    > - Add glass textures to windows? (4)
    > - Add water textures with the same sketchy feel? (5)
    > - Vent especially have clipping issues where you can see clipping between the wall and the vent texture.
    > - It can be kind of confusing if only some vents are breakable, replace those other vents? (7)
    >
    > **Notes:**
    >
    > - I really loved exploring this map, whether it be the amazing layout, or the amazing textures.
    > - Even though I do not normally play ZE, I had a fun time traversing the map alone.
    > - This map is awesome ... 9.67/10. Keep up the good work!

    (Haven't logged in in lord knows how long)
    Hello there! I'm the one who created the texture pack, and am glad you liked it! The two cons: I had tried a couple ways of doing water that didn't end up looking good enough to bother putting in the pack. As for the ladders, I can't see how they were done in this map as I no longer have CS:S installed, but they also only barely made it into the pack, and I personally used the short and long bars for ladders instead XD

    Also, minor thing, awesome mapper dude; "Ominn", not "Omimn" in the credits. Not a big deal of course, just silly nitpicking ^_^
    Not real. Ignore. avatar
    Mantra
    Not real. Ignore.
  • 5y
    Trond avatar
    Trond Offline
    Member Joined 9y
    On the first stage at the end in the control room before starting the two horisontal elevators there is nodraw on the wall.

    10/10

  • 5y
    JUNE avatar
    JUNE Offline
    Member Joined 5y
    update super

    10/10

    Bananite
  • 5y
    Enviolinador avatar
    Member Joined 8y
    5,112 points Ranked 897th
    21 medals 1 legendary 3 rare
    • 1st Place - Halloween 2015 Mapping Contest Medal icon
    • 6 years a member Medal icon
    • Returned 1000 times Medal icon
    • Submitted 20 Maps Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    > **Posted by RegisterMario**

    > Just to let the mapper know, this map is really good but today one guys made a post on plaguefest where there was something they did not like. Antways, copied his post:I have no clue how it started but when i joined the server on paper escaper, i noticed that the map had bugged.
    > They had not passed the first difficulty yet but the area after the truck, 2 different areas had opened up (one that opens up normally, the gate, for the normal difficulty and another area that opened but that would have opened for the hard difficulty)
    >
    > Because of this, near the end of the map, key parts of the difficulty were missing (if cts went one area, the 2 lifts at the end were not present for them, and if they took the other area, the bridge would not be present) which made completing the map pretty much impossible. eventually we rtv'd out of the map but i think someone should probably bring this up to the mapmaker (Enviolinador).
    >
    > Edit: let me know if any of this is confusing, and i'll try to clarify and reword it better.

    I think I was actually playing that day on PF and seemed like glitched server physics, because restarting the server made the map go fine again. I am, however, going to add a control so that if two levels are activated at the same time by some kind of similar bug, a console message appears. This will not 'fix' it (as it's a server physics problem on which I have no control); but it will let people know it's bugged to call admins and not to blame the map (which was what happened on PlagueFest).

    Thanks for the feedback.
  • 5y
    RegisterMario avatar
    Member Joined 6y
    282 points Ranked 13674th
    Just to let the mapper know, this map is really good but today one guys made a post on plaguefest where there was something they did not like. Antways, copied his post:I have no clue how it started but when i joined the server on paper escaper, i noticed that the map had bugged.
    They had not passed the first difficulty yet but the area after the truck, 2 different areas had opened up (one that opens up normally, the gate, for the normal difficulty and another area that opened but that would have opened for the hard difficulty)

    Because of this, near the end of the map, key parts of the difficulty were missing (if cts went one area, the 2 lifts at the end were not present for them, and if they took the other area, the bridge would not be present) which made completing the map pretty much impossible. eventually we rtv'd out of the map but i think someone should probably bring this up to the mapmaker (Enviolinador).

    Edit: let me know if any of this is confusing, and i'll try to clarify and reword it better.
    Bananite
  • 5y
    HaZZaRDouZ avatar
    HaZZaRDouZ Offline
    Member Joined 6y
    > **Posted by piricon**

    That was what I was thinking about the texture stuff, I wasn't sure if you made them or not, as for the stairs, not a big problem, it's your map. :P

    9.7/10

    HahZehEuroPhotosynthesis avatar
    Mantra
    HahZehEuroPhotosynthesis
  • 5y
    Enviolinador avatar
    Member Joined 8y
    5,112 points Ranked 897th
    21 medals 1 legendary 3 rare
    • 1st Place - Halloween 2015 Mapping Contest Medal icon
    • 6 years a member Medal icon
    • Returned 1000 times Medal icon
    • Submitted 20 Maps Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    > **Posted by HaZZaRDouZ**

    > **Pros:**
    >
    > - The textures. I really love the theme of this map.
    > - I really love the pointers that show you the way to go throughout the map.
    > - I think the lighting fits the theme, yet gives that feel that you want from a ZE map, the effects such as flickering that you added greatly improve the theme.
    > - I like the panic-like events, where you have to wait for a door to open ... really keeps up the ZE theme.
    > - Good cover for CTs.
    > - Console messages, it helps to tell what is going on with your team/the opponent.
    > - Rocket Launchers, need I say more?
    > - The map is really long!
    >
    > **Cons:**
    >
    > - The pointers collide with the player. (1)
    > - Bumpy-ness on the stairs. (2)
    > - Buttons are not *that* obvious. (3)
    > - The holes in the walls in the hallway after the first flight of stairs seems kind of out of place. (4)
    > - No sketchy water? (5)
    > - Clipping with various brushes. (6)
    > - Only some vents break? (7)
    > - Ladder texture doesn't look that good, I think it needs transparency and better "mirroring".
    >
    > **Improvements:**
    >
    > - Make pointers into func_illusionary? (1)
    > - Add clip brush to stairs. (2)
    > - Add pointers to buttons? (3)
    > - Add glass textures to windows? (4)
    > - Add water textures with the same sketchy feel? (5)
    > - Vent especially have clipping issues where you can see clipping between the wall and the vent texture.
    > - It can be kind of confusing if only some vents are breakable, replace those other vents? (7)
    >
    > **Notes:**
    >
    > - I really loved exploring this map, whether it be the amazing layout, or the amazing textures.
    > - Even though I do not normally play ZE, I had a fun time traversing the map alone.
    > - This map is awesome ... 9.67/10. Keep up the good work!

    Wow! Thanks for the feedback! About the 'texture cons' -sketchy water, ladder textures, buttons, etc- I can't really do anything, since I didn't make them and, with the small package of textures I had, I tried to make things that looked 'as alike as possible'. About the glass panes, I have noticed that most people find the lack of color in them annoying and/or that they can't really distinguish if it's a glass wall or not. I might change that. About the pointers, I'm sure I left it as is because I was almost touching the entities limit and I preffer to be as far as possible from it; will recheck. Finally, about the bumpy stairs I wanted them to be this way. Sure, they might be a bit annoying but I wanted them to fit the 'cubical' design and to be felt like this...

    Thanks again!
  • 5y
    HaZZaRDouZ avatar
    HaZZaRDouZ Offline
    Member Joined 6y
    **Pros:**

    - The textures. I really love the theme of this map.
    - I really love the pointers that show you the way to go throughout the map.
    - I think the lighting fits the theme, yet gives that feel that you want from a ZE map, the effects such as flickering that you added greatly improve the theme.
    - I like the panic-like events, where you have to wait for a door to open ... really keeps up the ZE theme.
    - Good cover for CTs.
    - Console messages, it helps to tell what is going on with your team/the opponent.
    - Rocket Launchers, need I say more?
    - The map is really long!

    **Cons:**

    - The pointers collide with the player. (1)
    - Bumpy-ness on the stairs. (2)
    - Buttons are not *that* obvious. (3)
    - The holes in the walls in the hallway after the first flight of stairs seems kind of out of place. (4)
    - No sketchy water? (5)
    - Clipping with various brushes. (6)
    - Only some vents break? (7)
    - Ladder texture doesn't look that good, I think it needs transparency and better "mirroring".

    **Improvements:**

    - Make pointers into func_illusionary? (1)
    - Add clip brush to stairs. (2)
    - Add pointers to buttons? (3)
    - Add glass textures to windows? (4)
    - Add water textures with the same sketchy feel? (5)
    - Vent especially have clipping issues where you can see clipping between the wall and the vent texture.
    - It can be kind of confusing if only some vents are breakable, replace those other vents? (7)

    **Notes:**

    - I really loved exploring this map, whether it be the amazing layout, or the amazing textures.
    - Even though I do not normally play ZE, I had a fun time traversing the map alone.
    - This map is awesome ... 9.67/10. Keep up the good work!

    9.7/10

    HahZehEuroPhotosynthesis avatar
    Mantra
    HahZehEuroPhotosynthesis
  • 5y
    JMorell avatar
    JMorell Offline
    Member Joined 8y
    2,066 points Ranked 2261st
    9 medals 1 rare
    • 6 years a member Medal icon
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    > **Posted by Anonymous**

    > First win ***TCE WAS HERE*** Thanks for all
    > - http://www.youtube.com/watch?v=SX2qy4lQw-Y&feature=youtu.be

    First win in Mapeadores Server: http://www.youtube.com/watch?v=SX2qy4lQw-Y
    Owner of Mapeadores.com avatar
    Mantra
    Owner of Mapeadores.com
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Credits

Key Authors
Piricon | Enviolinador (Myself)
Mapper
Original Authors
Ominn
Sketchy Textures
Diferent music composers
SNES/Megadrive/PSX soundtracks
Contributors
-Snip-
See map, list too long
Special Thanks
Kaemon
Optimization

Submitter

Enviolinador avatar
Member Joined 8y
5,112 points Ranked 897th
21 medals 1 legendary 3 rare
  • 1st Place - Halloween 2015 Mapping Contest Medal icon
  • 6 years a member Medal icon
  • Returned 1000 times Medal icon
  • Submitted 20 Maps Medal icon
  • Reached 1,000 Points Medal icon
  • Reached 2,500 Points Medal icon

Enviolinador
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Category

Details

Version
6_6c2

Attributes

Players
64
Development State
Final/Stable

Stats

Posts
11
Views
8,639
Downloads
5,341
Date Added
5y
Date Modified
4y
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