A Map for Counter-Strike: Source


  • Improvement General: Display remaining uses on item use to holders
  • Addition General: All AFK teleport locations are indicated by a Vita Chamber
  • Feature Team Performance calculator. Ranks your performance on each win!
  • Adjustment General: Difficulty adjuster scales more steadily than the A OR B setup in previous versions
  • BugFix Fort Frolic: Final TP location moved to prevent slingshotting zms.
  • BugFix Hephaestus: Fixed an issue with the first teleport not activiting
  • Overhaul Columbia: Added full animation set to Patriot
  • Overhaul 1999: General Songbird improvements

Hopefully all the fixes you could ever want! here is a full changelog, including he highlights above.

+QoL adjustments to admin room (useful for ent_fire)
+Display remaining uses on item use to holders
+Gravity Well should no longer slingshot zms
+All AFK teleport locations are indicated by a Vita Chamber
+Increased Insect Swarm damage ~3x
+Added team performance calculator. Gives a rating at round end, that determines the starting difficulty for next round
+Minor brightness increases in or near tunnels
+Corrected door open/shut sounds
+Map gets slightly easier with each successive loss

Stage 1:
+Visual fixes
+QoL improvements in Big Daddy room for cage

Stage 2:
+Adjusted last AFK teleport location.

Stage 3:
+Fixed a position where players could get stuck on displacements

Stage 4:
+Fixed issue with zm teleport not working
+Fixed very rare timing issue where players could trigger both endings.

+Performance optimisations
+Fixed sand texture appearing on some walls
+Improved lighthouse visuals
+Added Patriot animations
+Fixed an exploit that could cause a player to not add health to the Patriot while keeping line-of-sight

+Added extra button to Poseidon Plaza side door. It is no longer necessary to have someone go around to the other side (but its still much faster)
+Adjusted Poseidon Plaza teleport location to remove knockback loops
+Added a way out of the water in the Arcadia Bathysphere room
+1999 routes are now part of the main map. No more appearing & disappearing walls
+Fixed timing issue on Trophy Room door
+Fix a case when stage 4 instructions could appear in the elevator tower
+Fix Lag/Stuck on lighthouse collapse
+Songbird arena adjustments
+Songbird attack modifications

v6_3 6mo
  • Redesigned the Bouncer item. It now exists solely compliment the Little Sister; pick it up for instructions
  • Various texture fixups
  • Properly fixed obtained secrets appearing on round reset

This is really just a small bugfix and cleanup. The bouncer was nerfed, and a few small issues and texture mistakes have been fixed.

There are a few smaller fixes I added a while back, can't remember what they were, but nothing substantial.

v6_2 2y

A map based on 2K's Bioshock

Welcome to Rapture! 

It's been a long time incoming, but v6 is finally here. It includes a whole swathe of over 100 fixes and improvements, not including the visual overhaul and 2 new stages!

What is ze_bioshock?

As the name suggests, ze_bioshock is a zombie escape map themed around the underwater city of Rapture from the games series Bioshock. It features some true-to-the-original locations and layouts, as well as some custom ones, lots of custom items, and is in total around 40 minutes of content.

What features does it have?

Well, the feature list is too long to list in its entirety, so here are a few highlights:
  • 5 unique stages, spanning 4 memorable locations from Bioshock (Welcome, Fort Frolic, Arcadia, Hephaestus)
  • Difficulty scaler - the map makes itself easier if the humans are having a hard time
  • 6 player items (Plamsids) - Electro Bolt, Incinerate, Cyclone Trap, Insect Swarm, Winter Blast and Gravity Well
  • 2 player pickups (Gene Tonics) - Static Shell and Flash Flare
  • 2 zombie items (Big Daddy/Bouncer and Little Sister)
  • Multiple boss fights
  • Permanent player-independent item upgrades
  • Multiple endings

There is so much more than the above. Now would you kindly give it a playthrough!

What's new in v6?

Well, I've packed a full changelog in the map, so unpack it if you want to know it all, as there is far too much to list here. I've also included some technical documentation about how some of the cooler features of the map work, as well as some tips on how to play it better, as playthrough of v5_6 made the same mistakes over and over again. I also included a worklog spanning my day-to-day progress from start to finish of v6. While I don't expect 99% of players to look at these, the more vocal 1% may be able to make a difference.

But anyway, here are the biggest new changes in this release:
  • Complete visual overhaul, load more detail, new textures, models, sounds and particles
  • Introduced a warmup round to allow players to download/connect, combined with a redesigned spawn
  • Stage 2 has been completely reworked into a new location - Fort Frolic
  • Stage 4 only has the bomb building on Hard difficulty. It becomes a linear stage on Easy mode
  • Added a final extra-stage named 1999 (a Bioshock Infinite reference)
  • Introduced upgradeable Plasmids. Upgrades are permanent, and independant of the player using it.
  • 2 new plasmids, and 2 new item types (Gene Tonics), 2 playable zombie characters
  • Addressed a massive number of balancing issues

I want to be done with this map for good soon, so thanks for looking, and please report any bugs found.

Special Thanks:
  • 2K Games
  • Servers: i3D, GFL, UNLOZE
  • Everyone else who helped out in any way

Thank you for playing.
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  • Well thought out map submission.
    I've been playing / leading this for a few times, and the map is really good.
    As far as I know, this is a map as polished as it can get.
    Well done, Dormant.


    The Frost Dragon
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  • Reaven avatar
    Reaven Joined 3y ago
    228 points Ranked 18177th
    İs the boss fight logic like chasing boss ?
    Behind You
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DormantLemon Joined 7y ago
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Development Info

This map took over 3.5 years to create (yeah im slow!).

2000hours in Hammer.

Content porting:

  • 3dsmax2012
  • UModel
  • Photoshop CS5


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Zombie Escape
Zombie Maps


This is an easy license to follow:

  • 2K own the rights to Bioshock. They own the rights to many of the models, textures and sounds included in this map.
  • If you want to learn from this creation, decompile it. It has no protection on it.
  • If you want to port it/modify this creation, contact me first.





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  • 2.5k DLs
  • 2 Posts
  • 3ySubmitted
  • 6moModified
  • 6moUpdated


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