1. DescriptionThank you so much for making Zombie Survival Dustbowl get GameBanana's "Today's Pick" on the 24th of March 2017!
Zombie Survival Dustbowl (filename zs_dustbowl_final1) is the definitive map of any Zombie Survival server. All three zones of the original map have been rolled into one full stage, in which Medics spawn at zone A (first round in normal Dustbowl) and Engineers spawn at zone C (third round), with an underground tunnel bridging A and C together. Dustbowl has earned its place in history due to its large size, near-perfect balance of defensible areas and hiding spots, and the one true disco to rule them all.
2. Play Requirements
2.1. Private PlaytestingA private playtest can be performed without the need of the Zombie Survival gamemode. In order to load the map, open Team Fortress 2 and type in the developer console "map zs_dustbowl_final" without quotations.
Because the map uses Arena logic, joining a team on the map is not as easy. You must pick a class, then type "tf_bot_add" into console, and hope you get put on the team you desire to be on. If you are not put onto the correct team or otherwise wish to be on the other team, type "mp_forcewin; mp_scrambleteams", and wait until the next round starts before trying again if required.
To simulate the height of the double jump that Medics have in Zombie Survival, type "sv_gravity 400". To restore gravity to normal, type "sv_gravity 800".
Type "sv_cheats 1; nb_blind 1" if you wish to get into the enemy base without the bot player attempting to kill you. You will be required to quit and reopen Team Fortress 2 afterwards if you want achievements to be enabled.
2.2. Public ServerThis map is built specifically for Rushy Servers, a Team Fortress 2 server group designed to support a native Zombie Survival gamemode. If you wish to run this map on your own public server, the following requirements must be met server-side:
- Replace Arena logic with King of the Hill logic.
- Restrict RED team to Engineers with no sentries and BLU team to Medics with melee only.
- The BLU team cannot move for 30 seconds.
- The BLU team can press a key while in the air to jump again, but only once, until they touch the ground.
- Dead RED team members are immediately moved to the BLU team.
- If the RED team is empty, force the BLU team to win.
- If the RED team is not empty after 7 minutes, force the RED team to win.
3. Disco Activation TutorialBe warned, it can be very dangerous attempting to complete the objectives needed to activate the disco, so make sure your fellow Engineers are following you and that you have memorised the path from start to finish. The objectives have lengthy delays, so follow the steps below with a single lead Engineer elected and do not attempt to complete the objectives collaboratively. Do not attempt to activate the disco as a Medic, for the objectives will not work for you.
- Hit the bleeding clock with your melee. This step is required in order for the ordered buttons to register.
- Locate buttons 1 through to 3 and hit them with your melee, then you can either use the Eureka Effect or a teleporter to warp back to spawn, travel from A to C the risky way, or travel through B for a slightly safer but longer trip.
- Locate buttons 4 and 5 and hit them with your melee.
- Within a few seconds a hatch will open close to button 5. Drop into this hatch to commence the disco and get the big head and low gravity effects in the process. This is the only step that Medics can also perform.
4. Version 1 Update LogThis section of the submission documents the changes made in version 1 of Zombie Survival Dustbowl. For future changes, please refer to the updates log of this submission.
- Clips blocking off the separate zones removed.
- All control points, doors and related entities deleted.
- Added tunnel between zone A and C, creating a circular map.
- Completely blocked off access to zone A shack because of indoor lighting issues. Added boxes and extra ledges to replace the shack's railway tracks.
- Removed all railway tracks and unnecessary mine-carts because of lighting issues.
- Added drop-down from upper tunnel near shack to previously inaccessible lower tunnel near zone A final control point.
- Added a ramp to zone B's first building and removed door beneath first zone B control point.
- Removed one room and hollowed out the window of zone B's second building.
- Bumps added between displacements due to lighting issues.
- Clips above and behind zone B's final control point removed.
- Glass textures removed in order to save compile time.
- Access to highest point of zone C walkways prohibited with the use of a closed roller door.
- Connected both tech-rooms in zone C.
- Increased the height of the sniping area in zone C, thus creating a second entry for crouching players.
- Many models removed and replaced with solids because of lighting issues.
- Restricted access to only one part of zone C spawns.
- Clips near zone C spawns removed, allowing access to areas previously blocked by mesh or invisible walls.
- All clips smoothed to prevent players getting accidentally stuck.
5. Links and CreditsServers that run this map here
Steam Workshop upload here (less up-to-date)
Initial map design, textures and models belong to Valve Corporation. Modifications and extra textures made to suit Zombie Survival by Jack (Jack5) Stringer. Music in-map is 'Who Likes to Party' by Kevin MacLeod.