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Compact but quite large ZE-map, countless hallways, chambers and opportunities to die an unexpected death. Watch out for the scarab, it marks the mean spots.
This versions goal is to reach an ancient underground teleporter to escape the scene, but its a long way, especially with zombies chasing you.
Changes in v3: -Set mp_flashlight 1 -Changed skybox -Reworked Z-teleporter -Added console informations -Added some lighting -Reworked the rolling rocks -Placed damage-zones on every fall-pit -Replaced the rotating room with stairs to climb -Added two more traps -Changed and optimized final sector
If there are things to fix or improve let me know.
Hi, so I will only give suggestions of improvement for the next version.
First of all, you have a music that is a .wav file. It is 58 mb all by itself and it's only a 5 minute music....
You should never ever use .wav for musics, if some guides on youtube (like tophattwaffle) said only wav should be used, it's bullshit.
Always use mp3, they are way way smaller (your music could be like 4 mb). You cannot preview mp3 in hammer, but they work ingame. You have to make sure it's 44100hz for it to play (you can try a conversion with audacity for example), test offline if the music plays (if it doesnt, there would be an error in console).
Also for the mp3 quality, dont go above 128 kbps. Beyond that value, we dont notice a difference ingame.
Second issue is this:
You most likely had a leak at some point, so you put a giant skybox around the whole map to seal it. It's a very bad practice and should never be done.