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ze_ravenholm_v04

A Map for Counter-Strike: Source

Updates

Version 0.4
  • BugFix Fixed the stuck problem after the second afk-teleport
  • Adjustment Added a second way to leave the spawn area
  • Addition Added a crouch spot for the second hold
  • Addition Crowbar affects physic objects now
  • Improvement Improved the last hold in the tower since stairs drastically reduce the knockback
  • Optimization Optimized every holding spot a bit
  • Adjustment Blocked ways to leave the playable area
  • Improvement Improved the visuals a bit
6mo
Version 0.35fix
  • BugFix Nuke for both cases of winning works now
  • Addition One of three sounds will be randomly played later in the level
  • Addition Afk- and respawn teleport added
9mo

ze_ravenholm_v04

This map takes place in Ravenholm, which most of you recognize from Half Life 2.
It has suprised me, that there is no ravenholm-themed map for ZE.
So here it is, the first part of Ravenholm.
I consider it as first proper map of mine, altough it isn't the full map. It's more like Stage 1, because I plan to make more.
This stage serves as feedback. I hope to see how it comes out on a real gameplay. This feedback helps me to advance my creations.
Stage 1 contains the basic of ZE and mapping.
There is no boss, there are no custom particles nor textures.
But there is one human item (Crowbar).
I hope that my config works for the entwatch plugin.

Story

(Some of us are still waiting for Half Life 3)
Three months after the destruction of the citadel, the citizens of City 17 are in a peril situation. The combine may be weakend and they went to their last bases, but the real danger is the environment.
Due ciritcal damage, caused by the explosion of the citadel, most flats and accommodations are uninhabitable.
Humanity has to live with the lack of resources.
In a peril attempt, a new organized special force has been sent to Ravenholm to evaluate the situation.
Ravenholm itself fell under the attack of the combines back in the old regime, but most buildings are intact.
The main proplem are the headcrabs and their fellow zombies.
The Combine have used almost 80% of their caught headcrabs for Ravenholm.
It's the Nexus of the Zombie-Plague and its residents have evolved.....

To do list:

+ Add more details and decals
+ Improve the lightning
+ [Maybe] Change the gameplay after real gameplay, if needed
+ Fix bad lightnings on some doors
+ Optimize the map
+ Add Hint and Skips
+ Add grass-sprites

**** Hotfix ****
removed the nav. which caused crashing the server.

Credits and special thanks:

Valve for the Hammer Editor, Maps, Textures, Models and Sounds. (I took the first area of Ravenholm, which was made by Valve for Half Life 2, for my map for a fitting story.)

TOPHattWaffle
Unloze
Moltard

Have fun with the map,
-StrongfieldtheGerman

Files

Posts

  • 9mo
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    Yeah it don't feel like ravenholm
    pwnz0r.net
  • 9moEdited 9mo
    Nail89 avatar
    Nail89 Joined 10y ago
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    Lack of details .. especially grass makes this map flat, lighting in some spots makes no shadows and too homogeneous, the last screenshot is a good example. Look at the original map, it has so remarkable atmosphere.

    Thought the idea is interesting, would be nice to see this map extended and more detalized. Keep on your work ;)
    Bananite
  • 9mo
    Matias-TM avatar
    Matias-TM Joined 4y ago
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    The map it's a bit small, and lacks of detail and brushwork, But it's a funny map to defend and evade traps.

    Some tips and bugs i've found in the map:

    You could lower a bit the breakable health, Because it could be hard trying to break some door and defend at the same time.

    Also, the water in the sewage part it's too deep, This could be hard for CTs trying to avoid the zombies.

    The cubemaps are not placed correctly, As in the third screenshot.

    That final tower its not seen on the outside, as in those first 2 screenshots.

    Also, it shows a ERROR model in some chair, Maybe you forgot to pack some custom model.

    You could add some glow sprites in the light props, That makes look better in lighting detail.

    Also, you could compile the map with HDR setting. That makes look better too.

    You could add some ammo in those M4A1's in the truck. Disabling SmartEdit in Hammer properties and add the "ammo" value.

    In overall, it's a map who needs more work, but it's okay. It's funny to defend, run and shoot. I wish you luck. Cheers.
  • 9mo
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    No more hl3.
    • Funny x 1
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    Mantra
    I hate point farmers.

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Credits

Key Authors
StrongfieldtheGerman
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Creator

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Category

Sub-category
Zombie Escape
Super-category
Zombie Maps

Details

Version
0.4

Attributes

Textures
Default
Development State
Beta
Aesthetic
Default
Size
Medium
Environment
Season
Spring
Climate
Fog
Zone
City

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Stats

  • 1,665 Downloads
  • 4,996 Views
  • 10 Posts
  • 9mo Submitted
  • 6mo Modified
  • 6mo Updated

Scores

70 bScore
8 Rating

2 voters

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