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b2.6 : (02/04/17)
  • Optimization improvements
  • Win trigger hopefully functional (!)
  • Hack timer reduced by 30 seconds
  • Unbreakable window in the hackroom is now breakable
  • Lights tweaks
  • Other minor fixes
Parasol avatar
Parasol Offline
Member Joined 1y
304 points Ranked 12902nd


"To fight evil, you have to understand the dark."
Nalini Singh

Objectives :

1. Find the key
2. Start the hack
3. Defend : (2min)
    The generator
    The computer
4. Destroy the idol
5. Call for help (1min30)
6. Escape

Changes logs :

b1.5 to b1.6 : (06/03/17)
- Optimization reworked
- Objectives infos tweaked
- Hack timer modified to 2min 30sec (instead of 3min)
- Generator's health points increased
- Computer's health points added
- "Idols" health points decreased
- Find the key isn't optional anymore
- Key is easier to find
- Garage area modified (easier to defend for survivors)
- Slightly more weapons and ammos to loot
- Zombies will now win if computer or generator is destroyed
- Floor opening in supply room removed
- Some other changes (doors, barricades...)
- Some aesthetic tweaks and fixes
- Few sound tweaks
- Correctly Pakrated

b1.6 to b1.7 : (09/03/17)
- Zombie win slightly delayed (messages added for survivors)
- Persistent beacons fixed
- Red marker now appears after the hack
- Barricades removed at main zombie spawn
- Piano model removed (appear pink on low graphic settings)
- Underground doors fixed
- Last "zombie" door is fixed and now open (so to speak)
- Two windows added upstairs
- Sounds fixes
- Other minor changes (lights, props, loot)

b1.7 to b1.8 : (11/03/17)
- Annoying bug with Idol's pyramids fixed (thanks to Wint'er)
- New path added underground ("window" added)

b1.8 to b1.9 : (19/03/17)
- "A key was found..." should now appear to every players

b1.9 to b2.1
(broken version): (14/04/17)
- Secret room added
- More guns - More ammos (based on player pop)
- Slightly less props - Light tweaks

- Optimization further improved
- Escape part and idol's room reworked
- Pre-existent barricades slightly easier to break for zombies
- Minor tweaks / bugfixes...
Escape part :
- "Door" reworked (breakable)
- Park removed, exit moved (for optimization purpose)
- Military truck and final objective moved
Mansion :

- Possible key positions reduced from 6 to 5
- Some windows now closed, some props removed
- Back door (close to the zombie spawn) removed
- Dining and living rooms changed
Idol's room :
- Larger room including a defensive position
Survivor spawn area :
- No more boards to break (or climb)

b2.1to b2.2 : (15/04/17)
- Major issue fixed (win trigger)
- Final part : barricades added to slow survivors
- Last zombie door tweaked

b2.3 : (28/04/17)
- Last part reworked: Objective added
- Minor changes (loot, optimization, lights...)

b2.4 (broken version): (30/04/17)
- Minor fixes and changes
- Optimization improvements

b2.6  : (02/05/17)
- Optimization improvements :
areaportals (re)added, few props removed
- Unbreakable window in the hackroom is now breakable
- Human win trigger is hopefully functional now (!)
- Hack timer reduced by 30 seconds
- Lights tweaks

- Other minor fixes



  • 3mo
    Tabajara 7.7 avatar
    Tabajara 7.7 avatar Out for working
    Member Joined 7y
    5,241 points Ranked 875th
    21 medals 3 rare
    • 6 years a member Medal icon
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    Tabajara 7.7 avatar
    Tabajara 7.7
    Zombie Panic: Source Ambassador
    Hey, I've played your map weeks ago and I really enjoyed it! You created an unique objective list for it with amazing brushwork details inside the house. The interiors and basement are well-made as well as outside area. I liked how you improved your lighting and added more props to fill empty spaces.
    Only one thing I would suggest is to tweak zombie spawns when survivors are 'defending' the generator and hacking the computer. 

    It took me sometime to find my way inside the house when I spawned outside. I got sniped from windows when I was walking outside area too, maybe you could close some windows or add more cover-fire for us zombies. I find myself pretty much lost to understand the objective, adding informative or well placed beacons could fix that. 
    Small suggestion: try to improve your 3D-skybox just a little and be sure to add more details in rooms which feels cubic and empty. 

    Overall, really nice and fun map to play. I were in a server with 22 players and managed to reach the exit gates, but I failed to run away from the horde of zombies on my back. hahaha
    Keep up with great work!


    • Helpful x 1
    • Thanks x 1
    OBM and ZPS Developer


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Kep Pump
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