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Industrial cyclic zombie escape weapons two days random levels
I started the map as a finish-in-one-day map. I managed to get v1 done in one day -and my map file corrupted three disgraceful times on which I had to copypaste the prop statics from the .vmf as raw text- but I felt the map could be extended a bit more, and I took another day to make it more interesting.
The map is not a jewel, but I believe it looks relatively good, has a different gameplay and can be enjoyed for some time. It features:
- 64 spawns
- HDR Lighting
- Random cyclic gameplay (First time ever on a ZE map, I believe!)
- Billions of random gameplay possibilities each round
- 16 different songs
- Simple, teamplay based boss
- 108 random boss setups
- Healthbar during the bossfight
- 3 color corrections
- Graphical improvements
- Admin room
- Three different random endings
- Three zombie weapons
- Five human weapons
- 8 random 'Hallway' (path before the proper first hold)
- 10 random different 'Hallway holds' (first hold of each cycle)
- 32 random different 'Hall holds' (second, long hold of each cycle)
- 4 different levels
1. Easy: No weapons for the zombies, 4 cycles, small-normal spawn, 0 boss chance, 20k HP (ZM)
2. Normal: One weapon for the zombies, 5 cycles, normal spawn, 1/24 boss chance, 30k HP (ZM)
3. Hard: One weapon for the zombies, 6 cycles, big spawn, 1/12 boss chance, 40k HP (ZM)
4. Extreme: Two weapons for the zombies, only one for the humans, 6 cycles, massive spawn, 1/6 boss chance, 50k HP (ZM)
The map basically consists on a 'circle' run for a determinate number of cycles. After some cycles, humans will get weapons, zombies will get weapons or the final escape door will open. The paths themselves are simple enough not to get lost by any mean, and the hold spots range from really easy to really hard, being the map based completely on holding.
Rounds get 9 minutes of length, being this forced by the server, and are meant to consist on fast and tight holds that progress towards the three random endings: Boat, Bunker and Helicopter. When won, the level will change, changing with it the level's spawn settings, amount of weapons to spawn, etc.
I finished this final version of the map in roughly 40 hours, maybe 45. It took two and a half days, and I could say I'm pleased with the overall looks and gameplay. Because of the fast mapping work, I suspect many bugs might be laying inside, awaiting for you to discover them. I'd really love if you helped me out on finding those little bastards.
> **Posted by Anonymous**
> The idea of adding randomness is not that bad but really, the map sucks. It's terribly boring. In my opinion there's no point in releasing this kind of maps, you could have just kept it as a training on how to make hold spots etc. Adding some is ok but the best maps have a proper combination of both running and holding which this map, frankly, lacks completely.
bro just wait till ure balls drop before u dis a map like this just cuz its different doesnt mean its shit now be gone
The idea of adding randomness is not that bad but really, the map sucks. It's terribly boring. In my opinion there's no point in releasing this kind of maps, you could have just kept it as a training on how to make hold spots etc. Adding some is ok but the best maps have a proper combination of both running and holding which this map, frankly, lacks completely.
From my experience I've seen it playing relatively smooth on Plaguefest, Hellz, Bad and a few other servers. Napalm does, however, really affect performance (since, as I said, there are no real walls due to the dynamic props and walls), but I think it will go better with the new version that will clean dropped weapons and -maybe- decrease napalm time.
Popular ZE servers in USA and France needs a reboot or something because they are all red at certain points on both sv and var in net_graph 3.
EDIT: I am now on an AMD CPU, previous Intel 2500K which had a production error, and now voila all the maps which I complaint about server lag and disconnect issues are gone.
The map is optimized. Given the small size and the fact that it works with dynamic entities that don't block visibility, the lag is normal with nades. I was worried for this matter, in fact, and player feedback resulted in most people having more than the minimum necesary fps to be playable; with them saying it was running smooth. With this said, I will modify the length of he-grenade burning time, how it burns (making it less particle-heavy) etc. I might also make a few visual changes here and there, and make the spawn area bigger so that it lags less.