Night Of A Million Zombies

A Map for Half-Life 2

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Objectives: Kill as many Zombies as possible. There are several check points in the game for how many zombies you have killed. 1 – 10 kills 2 – 20 kills 3 – 30 kills 4 – 50 kills 5 – 100 kills 6 – 200 kills 7 – 400 kills 8 - 800 9 - 1600 10 – 3200 11 – 6400 12 – 12500 13 – 25000 14 – 50000 15 – 100000 16 – 200000 18 – 500000 19 – 1000000

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  • KonataHamster avatar
    KonataHamster Joined 8y ago
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    2y
    Used to rack some buggars on this in Obsidian Conflict before it went under
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    Mantra
    Oversensitive sociopath
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  • seigneurgui avatar
    seigneurgui Joined 11y ago
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    5y
    Very nice map, i like it, i am too working on a survival map, but i cant figure out how to make the zombie move after they spawned :\ i literaly tried everything and it still doesnt work... i rlly enjoyed playing ur map ^^
    Have a good day ^^
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  • loco.wolfram avatar
    loco.wolfram Joined 6y ago
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    125 points Ranked 62585th
    6y
    > **Posted by Fujita Reznov** > > **Posted by mat.duf** > > > - Ambience : The map is really dark on some spots and especially the end of the streets where zombies spawn and this let us enter into the night of a million zombies. However the lack of music (or at least an atmosphere soundscape), lack of effects (like more burning cars, a zombie almost dead in a side), and even the lack of spooky environment (heap of dead zombies, barricades, destroyed walls...) don't make us fear the map. Another thing that should be made is a most impressive weather : env_precipitation for the rain, effects of lightning and the sound of the rain. > > - Balance : There are two major defects with the balance of the map : 1. Unreachable or hardly-reachable spots for zombies (usually because of destroyable barricades which can be climbed) ; 2. The other matter is head crabs which can spawn with the death of a zombie which are really a pain if you play in hard mode (on the best session I have made -around 400 zombies- more than the half of my life was lost because of head crabs). One other little problem with the destroyable barricades is that sometimes zombies don't take the faster way because they don't understand that the way is actually opened. Positive points in balance are 1. All places have at least two ways to get in so zombies can catch us by several ways (except few places hard to defend); 2. Zombies can throw props so we have to prepare the battlefield to avoid a shower of props ; 3. Supplies spawn fast enough to let us camp near them ; 4. "Bigger" ammo and explosive props are in an sufficiently large amount. > > - Design : The design of the map is clearly nicely done. It has multiple ways to let zombies to be around us with no problems. Places on the map can be defend by people who want to move a lot in few space, corridors can be used by people who don't want to move and let zombies come and the exterior circle may be the place for people who want to travel all around the map. Furthermore about entities : the spawn of zombies, the zombies' detection and the counter work, all we want work, maybe some more check points (one for each 100 kills). I can also talk about the destroyable structures that can give us some ammo which is a good idea. However a bug I have noticed is a crowd of zombies which can block themselves in corridors. > > - Detail : This map has not any particular level design prowess, it is the minimum required but not all mappers make this minimum of work so it is a positive point for this map. I still think of the same impressions as in "Ambience" that things like destroyed brushworks or more props can make this map beautiful. > > - Fun : The principle of the map is not bad if you are not alone to play and if you have not the exact same type of zombies during the whole map. But actually it is not really the case. Because if you want to do a lot of kill you will have to find a technique to kill zombies quickly, without being touched and stay near ammos so it don't let a lot of possibilities. Personally I use the shotgun and let zombies come near the supply to kill them. It can be funny the 100 first times but making this to one million : it would take days for nothing. > > - Gameplay : As I said in "Fun", the gameplay is a good idea (idea of L4D or Killing Floor for instance) but it will become boring quickly : in hard like I do it is : 1. Destroy the prop the can send us to me and take weapons, 2. Go on the spot near shotgun supply and wait for zombies, 3. Headshot, Headshot, Headshot, Reload, Headshot, Headshot, not dead ? so Headshot, Reload, Take supply, Headshot, Headshot, ho a head crab, head crab is dead, Reload... And this for a long time. Another thing I don't like is that we don't know what we have to find in the map (is there a gravity gun for example ? Still don't know it). And to finish, 1,000,000 zombies ? This is madness... If we count around 3.6 seconds (it is around 4-5 seconds but 3.6 will help me to calculate), it 1,000 zombies in one hour... so 1,000 hours is needed to complete the map... so around 40 days without stop... (I play CSS since May 2009, we are July 2012 and I have a little less than 2000 hours, so to complete the map I need 1 year and a half of normal play). > > - Looks : I have already say most things on this in "Detail" and "Ambience". It is not bad at all but there is nothing outstanding, just the "minimun" has been done (and that can be understand, it is not a professional work). Just one thing : most part of the level design has been made in a easy way (like the flat corridors). > > - Realism : The map can feat the layout of a town but if you come closer to see all details some part seems a little unrealistic (lack of doors for example) > > - Sound : The only sounds we hear in this map are the sounds of our guns and the screams of zombies which are not bad but the overall of the sound doesn't reflect a lot of investment about it. It would not be hard to add some scary music or just an atmosphere sound effect > > - Overall : Overall this map is not exceptional, it is not a map you will want to finish and not also a map you will want to play may time. However it is a good map to spend few times alone. But be careful it is not a map for people who want to kill zombies without thinking, this map is made for people who want to find the best way and shoot (except if you play in easy). > > > > Dude, your comment was so long, I stopped 20 seconds after. aaaaaand ? it's THE PERFECT POST
    a total idiot avatar
    Mantra
    a total idiot
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  • Fujita Reznov avatar
    Fujita Reznov Joined 7y ago
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    651 points Ranked 43032nd
    7y
    > **Posted by mat.duf** > - Ambience : The map is really dark on some spots and especially the end of the streets where zombies spawn and this let us enter into the night of a million zombies. However the lack of music (or at least an atmosphere soundscape), lack of effects (like more burning cars, a zombie almost dead in a side), and even the lack of spooky environment (heap of dead zombies, barricades, destroyed walls...) don't make us fear the map. Another thing that should be made is a most impressive weather : env_precipitation for the rain, effects of lightning and the sound of the rain. > - Balance : There are two major defects with the balance of the map : 1. Unreachable or hardly-reachable spots for zombies (usually because of destroyable barricades which can be climbed) ; 2. The other matter is head crabs which can spawn with the death of a zombie which are really a pain if you play in hard mode (on the best session I have made -around 400 zombies- more than the half of my life was lost because of head crabs). One other little problem with the destroyable barricades is that sometimes zombies don't take the faster way because they don't understand that the way is actually opened. Positive points in balance are 1. All places have at least two ways to get in so zombies can catch us by several ways (except few places hard to defend); 2. Zombies can throw props so we have to prepare the battlefield to avoid a shower of props ; 3. Supplies spawn fast enough to let us camp near them ; 4. "Bigger" ammo and explosive props are in an sufficiently large amount. > - Design : The design of the map is clearly nicely done. It has multiple ways to let zombies to be around us with no problems. Places on the map can be defend by people who want to move a lot in few space, corridors can be used by people who don't want to move and let zombies come and the exterior circle may be the place for people who want to travel all around the map. Furthermore about entities : the spawn of zombies, the zombies' detection and the counter work, all we want work, maybe some more check points (one for each 100 kills). I can also talk about the destroyable structures that can give us some ammo which is a good idea. However a bug I have noticed is a crowd of zombies which can block themselves in corridors. > - Detail : This map has not any particular level design prowess, it is the minimum required but not all mappers make this minimum of work so it is a positive point for this map. I still think of the same impressions as in "Ambience" that things like destroyed brushworks or more props can make this map beautiful. > - Fun : The principle of the map is not bad if you are not alone to play and if you have not the exact same type of zombies during the whole map. But actually it is not really the case. Because if you want to do a lot of kill you will have to find a technique to kill zombies quickly, without being touched and stay near ammos so it don't let a lot of possibilities. Personally I use the shotgun and let zombies come near the supply to kill them. It can be funny the 100 first times but making this to one million : it would take days for nothing. > - Gameplay : As I said in "Fun", the gameplay is a good idea (idea of L4D or Killing Floor for instance) but it will become boring quickly : in hard like I do it is : 1. Destroy the prop the can send us to me and take weapons, 2. Go on the spot near shotgun supply and wait for zombies, 3. Headshot, Headshot, Headshot, Reload, Headshot, Headshot, not dead ? so Headshot, Reload, Take supply, Headshot, Headshot, ho a head crab, head crab is dead, Reload... And this for a long time. Another thing I don't like is that we don't know what we have to find in the map (is there a gravity gun for example ? Still don't know it). And to finish, 1,000,000 zombies ? This is madness... If we count around 3.6 seconds (it is around 4-5 seconds but 3.6 will help me to calculate), it 1,000 zombies in one hour... so 1,000 hours is needed to complete the map... so around 40 days without stop... (I play CSS since May 2009, we are July 2012 and I have a little less than 2000 hours, so to complete the map I need 1 year and a half of normal play). > - Looks : I have already say most things on this in "Detail" and "Ambience". It is not bad at all but there is nothing outstanding, just the "minimun" has been done (and that can be understand, it is not a professional work). Just one thing : most part of the level design has been made in a easy way (like the flat corridors). > - Realism : The map can feat the layout of a town but if you come closer to see all details some part seems a little unrealistic (lack of doors for example) > - Sound : The only sounds we hear in this map are the sounds of our guns and the screams of zombies which are not bad but the overall of the sound doesn't reflect a lot of investment about it. It would not be hard to add some scary music or just an atmosphere sound effect > - Overall : Overall this map is not exceptional, it is not a map you will want to finish and not also a map you will want to play may time. However it is a good map to spend few times alone. But be careful it is not a map for people who want to kill zombies without thinking, this map is made for people who want to find the best way and shoot (except if you play in easy). Dude, your comment was so long, I stopped 20 seconds after.
    Metal Zero Five avatar
    Mantra
    Metal Zero Five
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  • mat.duf avatar
    mat.duf Joined 9y ago
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    7y
    - Ambience : The map is really dark on some spots and especially the end of the streets where zombies spawn and this let us enter into the night of a million zombies. However the lack of music (or at least an atmosphere soundscape), lack of effects (like more burning cars, a zombie almost dead in a side), and even the lack of spooky environment (heap of dead zombies, barricades, destroyed walls...) don't make us fear the map. Another thing that should be made is a most impressive weather : env_precipitation for the rain, effects of lightning and the sound of the rain. - Balance : There are two major defects with the balance of the map : 1. Unreachable or hardly-reachable spots for zombies (usually because of destroyable barricades which can be climbed) ; 2. The other matter is head crabs which can spawn with the death of a zombie which are really a pain if you play in hard mode (on the best session I have made -around 400 zombies- more than the half of my life was lost because of head crabs). One other little problem with the destroyable barricades is that sometimes zombies don't take the faster way because they don't understand that the way is actually opened. Positive points in balance are 1. All places have at least two ways to get in so zombies can catch us by several ways (except few places hard to defend); 2. Zombies can throw props so we have to prepare the battlefield to avoid a shower of props ; 3. Supplies spawn fast enough to let us camp near them ; 4. "Bigger" ammo and explosive props are in an sufficiently large amount. - Design : The design of the map is clearly nicely done. It has multiple ways to let zombies to be around us with no problems. Places on the map can be defend by people who want to move a lot in few space, corridors can be used by people who don't want to move and let zombies come and the exterior circle may be the place for people who want to travel all around the map. Furthermore about entities : the spawn of zombies, the zombies' detection and the counter work, all we want work, maybe some more check points (one for each 100 kills). I can also talk about the destroyable structures that can give us some ammo which is a good idea. However a bug I have noticed is a crowd of zombies which can block themselves in corridors. - Detail : This map has not any particular level design prowess, it is the minimum required but not all mappers make this minimum of work so it is a positive point for this map. I still think of the same impressions as in "Ambience" that things like destroyed brushworks or more props can make this map beautiful. - Fun : The principle of the map is not bad if you are not alone to play and if you have not the exact same type of zombies during the whole map. But actually it is not really the case. Because if you want to do a lot of kill you will have to find a technique to kill zombies quickly, without being touched and stay near ammos so it don't let a lot of possibilities. Personally I use the shotgun and let zombies come near the supply to kill them. It can be funny the 100 first times but making this to one million : it would take days for nothing. - Gameplay : As I said in "Fun", the gameplay is a good idea (idea of L4D or Killing Floor for instance) but it will become boring quickly : in hard like I do it is : 1. Destroy the prop the can send us to me and take weapons, 2. Go on the spot near shotgun supply and wait for zombies, 3. Headshot, Headshot, Headshot, Reload, Headshot, Headshot, not dead ? so Headshot, Reload, Take supply, Headshot, Headshot, ho a head crab, head crab is dead, Reload... And this for a long time. Another thing I don't like is that we don't know what we have to find in the map (is there a gravity gun for example ? Still don't know it). And to finish, 1,000,000 zombies ? This is madness... If we count around 3.6 seconds (it is around 4-5 seconds but 3.6 will help me to calculate), it 1,000 zombies in one hour... so 1,000 hours is needed to complete the map... so around 40 days without stop... (I play CSS since May 2009, we are July 2012 and I have a little less than 2000 hours, so to complete the map I need 1 year and a half of normal play). - Looks : I have already say most things on this in "Detail" and "Ambience". It is not bad at all but there is nothing outstanding, just the "minimun" has been done (and that can be understand, it is not a professional work). Just one thing : most part of the level design has been made in a easy way (like the flat corridors). - Realism : The map can feat the layout of a town but if you come closer to see all details some part seems a little unrealistic (lack of doors for example) - Sound : The only sounds we hear in this map are the sounds of our guns and the screams of zombies which are not bad but the overall of the sound doesn't reflect a lot of investment about it. It would not be hard to add some scary music or just an atmosphere sound effect - Overall : Overall this map is not exceptional, it is not a map you will want to finish and not also a map you will want to play may time. However it is a good map to spend few times alone. But be careful it is not a map for people who want to kill zombies without thinking, this map is made for people who want to find the best way and shoot (except if you play in easy).
    • Agree x 1
    • Win x 1
    Sleeper
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  • M4dn355 avatar
    M4dn355 Joined 10y ago
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    10y
    This work on Half Life 2 Deathmacth??
    This is Madnesss
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  • Mostacho avatar
    Mostacho Joined 10y ago
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    10y
    Very goood map i?ll download it
    Luckily i still have good heal
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  • Blueman1337 avatar
    Blueman1337 Joined 11y ago
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    10y
    This is a great map. put it on smod t and it becomes impossible. xD i rate 10/10
    Bananite
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  • Soldier Boy avatar
    Soldier Boy Joined 10y ago
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    2,214 points Ranked 20340th
    10y
    XD If my server, does NOT crash when i see zombies (some kind of strange issue) and if it works with HL2 DM, Ill invite like 3 friends, and We're going to play this map like L4D xD But, It's very good map, great desing, some nice spots, the baricades are my favourites. And nice job with the point system. 10/10
    I AM BOOLEET PROOOPH
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  • RocketRunner avatar
    RocketRunner Joined 11y ago
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    10y
    Design: I like the supply caches that need to have supports destroyed to access. The narrow corridors, streets and other elements of the town are awesome. Looks: The placement of wrecked cars and barricades is perfect. Gameplay: The eventual spawning of so many zombies doesn't cause any lag, the zombies end up grouping together, and everything about the map is excellent.
    Ask me 'bout Spies!
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