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ze_UT2004_Convoy_v2_2_1

A Map for Counter-Strike: Source

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ZE map based on the original UT2004 map

I do NOT own the original idea or concept of this map. The original map was created by Epic Games. You're NOT allowed to change any parts of this map or use any parts of this map on other maps. -------------------------------------------- My 3rd Zombie Escape map for CS:S. Based on the UT2004 "Convoy" map for Assault mode. It has 72 spawn points, 4 difficulties and 4 special items. Note: Map too hard :P Have fun! -------------------------------------------- Feedback Any useful feedback is welcome. Yes, I said "useful". That means that fat fat trolls can go and do some dirty thing with themselves. -------------------------------------------- Map by SubDelt@ -------------------------------------------- V1_1 CHANGE LOG - Redone spawn system; - Added some clip brushes to some places to prevent zombies from reaching humans easily; - Made the missiles boards (the last hold) non-solid so they don't block players. -------------------------------------------- V1_2 CHANGE LOG - Fixed texture bug on the spawn; - Optimized the map a bit; - Made the hold point inside the Repair Vessel (the central one) easier on higher difficulties; - Extended gas tank burning time to give humans more abilities to hold; - Made gas tank HP higher so it gets lower chances to get griefed. -------------------------------------------- V2_1 CHANGE LOG - Added an additional human item, the REDEEMER. It appears on every difficulty, inside the forward weapon cache, but has only 50% chance to spawn; - Made some holding spots easier for humans; - Lowered mother zombie spawn ratio to make the map easier in the beginning; - Filtered some unfiltered buttons for CTs only to avoid non-legit wins; - Fixed the bug when items just stop working for no reason. Now they work fine; - Made the gas tank's HP even more higher since people were still griefing it; - Set the max ammo amount to 1200; - Extended the Berserker combo working time by few seconds; - Improved the visual look of the map. -------------------------------------------- V2_2 CHANGE LOG - Fixed existing Redeemer bugs. Now, if it bounces off the wall without an explosion, it detonates shortly afterwards; - Removed the Redeemer's AFK filter. Now it kills every zombie in the area except 1-2 zombies that are "Redeemer immune" (RI). Instead of being killed by the Redeemer explosion, RI zombies are being teleported to the nearest respawn point. The RI zombies are being picked randomly by the map after a human picks up the Redeemer for the first time. After that, if for any reason there are no any RI zombies on the map, the map will pick another RI zombie in 4-6 seconds. This should resolve the problems such as wins caused by the Redeemer killing the whole Zombies team and fails caused by the Redeemer not killing newly infected zombies; - Enabled zombie respawn for all servers. Set the zombie respawn delay to 4 seconds for all servers; - Changed the holds inside the Repair Vessel and the N.E.X.U.S. trailer on difficulties NOVICE and EXPERIENCED; - Added anti-delay. Now, if a zombie gets to the current objective (for instance, a button that has to be pressed) before humans complete this objective, the map shows the message "Enemies have got to the objective." and the whole Humans team gets killed; - Increased the max ammo amount to 2000 for all weapon types; - Added the gas tank's griefing protection. Now, the gas tank can only be damaged after the air strike; - Added more invisible walls, because I know you love them; - Lowered the Dreadnought's HP by 33%. Increased the the damage dealt to the Dreadnought by grenades by 25%; - Added score rewards for completing the map on each difficulty (100 for NOVICE, 200 for EXPERIENCED, 400 for MASTERFUL and 1000 for GODLIKE); - Other small fixes and changes. -------------------------------------------- V2_2_1 CHANGE LOG - Fixed the HDR/lighting issue.

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  • SubDelt@ avatar
    SubDelt@ Joined 9y ago
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    access_time 6y
    > **Posted by [-=Skullz]=-** > Good map tho but people like to troll so hard on this map and thats a bad thing but yeah thats life.. keep up the good work man > Just one question.. > > > Why the fuck 72 spawn points if there are only 64 spawn points needed? :P You add like 8 entities for nothing but yeah just a question :) I guess I saw some time ago a 72 player server... But it could be my sick imagination...
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  • Skullz avatar
    Skullz Joined 6y ago
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    Good map tho but people like to troll so hard on this map and thats a bad thing but yeah thats life.. keep up the good work man Just one question.. Why the fuck 72 spawn points if there are only 64 spawn points needed? :P You add like 8 entities for nothing but yeah just a question :)
    ..High Life..
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  • Eventyr avatar
    Eventyr Joined 8y ago
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    is so easy to knife zombies all the way to humans xD
    Bananite
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  • Steezus avatar
    Steezus Joined 13y ago
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    nice! brings back memories
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  • SlavaSL avatar
    SlavaSL Joined 7y ago
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    good job!
    Bananite
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  • SubDelt@ avatar
    SubDelt@ Joined 9y ago
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    > **Posted by thegregster101** > > **Posted by WireleZz** > > > That's the same thing > > Porting and remaking from scratch are completely different. Opening a L4D map in hammer and compiling it for counter strike would only require a few model and texture changes. A remake from scratch requires the entire map to be made from 0. Yes, that's exactly what I meant :)
    Mapper
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    thegregster101 Joined 10y ago
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    > **Posted by WireleZz** > That's the same thing Porting and remaking from scratch are completely different. Opening a L4D map in hammer and compiling it for counter strike would only require a few model and texture changes. A remake from scratch requires the entire map to be made from 0.
    Bananite
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  • WireleZz avatar
    WireleZz Joined 12y ago
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    > **Posted by SubDelt@** > > **Posted by Z-RAY-Z** > > > Great idea to port it in CS:S. > > I didn't port it actually. I mean I didn't copy-past anything from the original map. Made everything from the scratch using screenshots from the original map ^^ That's the same thing
    • Dumb x 2
    Surfer
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  • SubDelt@ avatar
    SubDelt@ Joined 9y ago
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    > **Posted by Z-RAY-Z** > Great idea to port it in CS:S. I didn't port it actually. I mean I didn't copy-past anything from the original map. Made everything from the scratch using screenshots from the original map ^^
    • Interesting x 1
    Mapper
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  • Z-RAY-Z avatar
    Z-RAY-Z Joined 9y ago
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    I like UT2004, and this is my first played Assault map. Great idea to port it in CS:S.
    <3 Angel Beats! avatar
    Mantra
    <3 Angel Beats!
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SubDelt@
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Mapper
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Epic Games
Authors of the original UT2004 map
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Enviolinador
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Development Info

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Software used: Valve Hammer Editor, Paint.NET, Adobe Photoshop, PakRat, Fraps Other software: Propper (Hammer plugin), 3D Studio Max

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Zombie Escape
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Zombie Maps icon Zombie Maps

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2_2_1

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