ze_RebiceFacility_v1

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A very detailed, long, Zombie Escape map.

This is a detailed map of mine that's made for zombie escape. First of all i would like to thank the bG community for a great server and admins. Thanks to gandalf for the testing and working with the map. this map is just based on top of my head planning and going. It took me at least 5 months to complete the map. It's quite long, and suitable for about 45 players or more. Difficult areas in some of the map. I included custom songs and a secret weapon. This will not be my last map, i will continue to work with zombie escape maps. If you have any problems or glitches with the map please notify me. Steam: Token I hope you enjoy this map and continue to play it. Have fun! Thanks again to the bG Community and Gandalf, couldn't have done it without you. :)

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  • 4y
    Tsunder-San avatar
    Member Joined 5y
    **Notes:**

    - Gandalf here thanks for letting me test the map unfortunately I didnt put much of an effort to seeing what the map has as a balance point of view only detail and the overall lag problems other than that i found nothing wrong

    10/10

    Bananite
  • 4y
    Token avatar
    Token Offline
    Member Joined 5y
    156 points Ranked 20873rd
    > **Posted by Enviolinador**

    > I believe you forgot to pack the music (Failed to load sound "my sounds\aliens versus predator (pc) soundtrack_ orbital.mp3", file probably missing from disk/repository, and a few other songs).
    >
    > The map looks ok, a bit bland at some points -mostly due to the lack of models at parts, and maybe a 3D skybox would improve it further-. It doesn't have all the spawns needed for full 64 slots servers (as from report_entities we can see Class: info_player_counterterrorist (36)
    > Class: info_player_terrorist (21)), so it would be advisable to add a few extra spawns so that more servers can play it.
    >
    > I would say that most of the hallways and paths are a bit small, some of them felt even smaller than ze_saw or ze_industrial_dejavu ones, at least to me. This is something you might want to change, since most players, when a server is full, would rather see the zombies coming.
    >
    > The special weapon is managed by a game_ui, which produces a bit of lag. Furthermore, the object is solid, so you can glitch/annoy other players. It also has no cooldown. You could use a func_button textured using npcclip instead of the game_ui.
    >
    > Although it is well detailed decal-wise and most of the areas look consistent, I believe that you could try to put a bit more of effort in it and try to make some particles for it (use the -tools launch option in CS:S to get to open the particle editor).
    >
    > I'm not sure about most of the holds (as I did a quick run in singleplayer). Most of them seemed short, and I believe there are zombie pushes/stoppers. I am not sure about this, though, but if so it might make it a bit too easy for humans, although I have yet to see it in action in a full server.
    >
    > I'll edit this post when I truly test it, but I think this could help you polish the map a bit. You can contact me if you need help of any kind too, as I like the map and I'll gladly help you.

    Thank you for the feedback! I know it may have some glitches. Zombie escape maps aren't really my thing, since it's my first one. I will glady fix these problems. Thanks again!
    Bananite
  • 4y
    Enviolinador avatar
    Member Joined 8y
    5,112 points Ranked 900th
    21 medals 1 legendary 3 rare
    • 1st Place - Halloween 2015 Mapping Contest Medal icon
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    I believe you forgot to pack the music (Failed to load sound "my sounds\aliens versus predator (pc) soundtrack_ orbital.mp3", file probably missing from disk/repository, and a few other songs).

    The map looks ok, a bit bland at some points -mostly due to the lack of models at parts, and maybe a 3D skybox would improve it further-. It doesn't have all the spawns needed for full 64 slots servers (as from report_entities we can see Class: info_player_counterterrorist (36)
    Class: info_player_terrorist (21)), so it would be advisable to add a few extra spawns so that more servers can play it.

    I would say that most of the hallways and paths are a bit small, some of them felt even smaller than ze_saw or ze_industrial_dejavu ones, at least to me. This is something you might want to change, since most players, when a server is full, would rather see the zombies coming.

    The special weapon is managed by a game_ui, which produces a bit of lag. Furthermore, the object is solid, so you can glitch/annoy other players. It also has no cooldown. You could use a func_button textured using npcclip instead of the game_ui.

    Although it is well detailed decal-wise and most of the areas look consistent, I believe that you could try to put a bit more of effort in it and try to make some particles for it (use the -tools launch option in CS:S to get to open the particle editor).

    I'm not sure about most of the holds (as I did a quick run in singleplayer). Most of them seemed short, and I believe there are zombie pushes/stoppers. I am not sure about this, though, but if so it might make it a bit too easy for humans, although I have yet to see it in action in a full server.

    I'll edit this post when I truly test it, but I think this could help you polish the map a bit. You can contact me if you need help of any kind too, as I like the map and I'll gladly help you.

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Credits

Key Authors
Gandalf
Tester
Special Thanks
bG Community
Great server.

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Member Joined 5y
156 points Ranked 20873rd

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Version
1

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Posts
3
Views
3,702
Downloads
1,833
Date Added
4y

Scores

77 bScore
7.6 Rating

4 voters

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