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ze_parkour_fix - A Mod for Counter-Strike: Source.

a parkour inspired map. run through the city jumping over in and out stuff, ride on skate boards, jump through the air in low gravity areas and more this map has: 64 spawnpoints 3d skybox wtfboom nuke :) (of course) optimised for better fps a dozen interactive items and also contains: a secret pushgun: you operate the pushgun by aiming the purple pointer at the zombies you want to push backwards and press E (use button). after that wait 10 seconds before you can use it again (a message will pop up in the console telling you when it has reloaded). please comment and leave an assessment :)
  • Trond avatar
    Trond Joined 14y ago
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    9y
    It's a very good map, but it needs levels.
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  • 5unz avatar
    5unz Joined 15y ago
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    369 points Ranked 64,315th
    12y
    Pros: Very interesting idea, something a bit different to the normal ze maps. Cons: Wasnt very challanging when I played this on a server with 50 players. Was easy to get to the end of the map as ct. Improvements: As its parkour I would like to see another route in this map that has more difficult jumps so that you would need to be skilled to get to the end using this route and you can still keep the original route for other players.
    BobbyDigital
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  • ~dude~ avatar
    ~dude~ Joined 13y ago
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    12y
    >> i didnt really understand the buggy board thing. maybe you could explain it to me? :) and about the playerclips near the first spot isnt gonna be changed all you have to do is break the box and problem solved :) (unless your server have different gravity settings)<< Ok I think the buggy board is only my problem (I must learn better jumping ^^) To the 2. : Ok I didn't know that I can shout the box but many other player don't know it too so I would make a small sign (for example a arrow as sprite ??) that shows that the box is shootable. And to the beginning: you could make a fence or something else between the players on the start so they were seperatet or something like this. Or you could make it with a teleporter like in ze_vodoo.
    Bananite
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  • Sandfly avatar
    Sandfly Joined 15y ago
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    371 points Ranked 64,186th
    12y
    Another fun map from Denn15 - let's have a look at it .... To address some points already raised: "..it's really easy for zombies to infect in the beginning of the round .." That is easily solved by adjusting Mother zombie spawn times. A window of say 12 - 15 seconds, after which MZ is transported back to spawn, will address any problems there. ".. not being as fun as voodoo was .." It was never designed to compete with voodoo & as a fun, small scale Escape map, it is just as much fun in its own right. Now, on with the rest of the assessment ...


    Pros: Yet again, Denn15 has nailed his maps with the all important Fun Factor element. From the opening spawn, to the last frenzied defence before the elevator ride, this is a fast paced adventure-ride that does well to encapsulate the ethos of Parkour. I do agree with a previous poster in that it does have elements of gargantua's rooftop series (no bad thing as those maps are classics), but this introduces a concept unique and all of its own. Defence points are thoughtfully designed, with fair balance for both Zombies and Humans (with one exception listed below in Cons). Areas of low grav and jumping are there to delight as well as test players skill levels, and the 'secret' pushguns are another nice addition to assist Humans willing to 'explore' the map a little further. While not being overly luxuriant in eye candy, the map itself does well - Parkour is difficult to dress up, as a lot of the time it is conducted away from law enforcement eyes, across bland & abandoned old buildings and / or paint peeling rooftops, so the feeling of that was captured well here. Nice addition of the skateboards - in keeping with the theme - & some innovative jump areas. Of course, what would a Denn15 Escape map be, without the signature WTF BOOOOM!! nuke at the end - so it is with this one as well.


    Cons: As pointed out above, there was only one defence point we found that was unbalanced somewhat - that is, the last Elevator defence point behind the boxes. If Humans survived to that point in any great numbers, they were able to hold Zombies at bay, then get up the Elevator & set off the Nuke before Zombies had a chance to get into the Elevator & have a crack at them. Perhaps for any future scenes like this, an extension of the Nuke timer that would give Zombies a minimum amount of fair time to get up the top of the building & at least try to infect Humans would be appropriate - that would make both the final Zombie charge, & final Human defence a knife edge thriller, rather than a foregone conclusion the moment Humans get into the lift.


    Improvements: Certainly as mentioned above in the Cons, a slight tweak to allow Zombies time to get up the Elevator to the Humans & launch a few seconds worth of attack, before the Nuke goes off. Perhaps also a little bit of extra colour by way of a few trees, maybe a garden bed or two, but this is not necessary in a construction site / abandoned area scenario like this. Maybe if you were to make another Parkour map with an inner-City theme, then you could splash the colour around, maybe include a fountain or two, trees, flower beds etc - the usual inner-City beautification areas you generally see in any modern city.


    In Summary: A genuinely new concept to Zombie Escape using Parkour as the theme. Fast paced, frenetic action which gives that edge of thrill and the absolute need to get to each defence point as quickly as possible for fear of being left behind. High in Fun Factor & a nice inclusion of a useful & not too hard to find 'secret', plus the use of well themed props like skateboards, makes this another map deserving of a high rating for Denn15. You are really contributing high quality & enjoyable maps to the community & we look forward to assist your testing of your next map, which already looks very promising! Great effort here! 9.4/10
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  • Denn15 avatar
    Denn15 Joined 13y ago
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    12y
    hey dude ^^ thanks for the video. the 1 route problem isnt that big of a problem if the zombies spawn back at the spawnpoints and i would say that its just too late to start making other routes :S the thing about the container can be a bit annoying maybe but its not that big of a problem however if im gonna update im probably gonna make some playerclips there ^^ i didnt really understand the buggy board thing. maybe you could explain it to me? :) and about the playerclips near the first spot isnt gonna be changed all you have to do is break the box and problem solved :) (unless your server have different gravity settings) anyways thanks for the video i will be sure to make more routes in my next ze maps :)
    muffin!!
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  • ~dude~ avatar
    ~dude~ Joined 13y ago
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    12y
    well I played this map on the "Dreist" server and I think the idea and the design of the map is really good but you have many problem in the map, so I made a small video which shows you (and of course all other mappers) the problems of the map and how you can make a better balance bettwen the teams. Here is the video: http://www.youtube.com/watch?v=a75modZeZBU EDIT: Sry for the bad sound quality! I don't know why it's so strange ^^
    Bananite
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  • Denn15 avatar
    Denn15 Joined 13y ago
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    12y
    well you are running around on ground alot too. actually way more than you are on rooftops :S
    muffin!!
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    Demonic_01 Joined 14y ago
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    12y
    Looking at this map remember me ze_rooftop_runaway_V2 :P
    Mapper
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  • Aguia avatar
    Aguia Joined 13y ago
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    12y
    hey, you're finally back, I will take a quick look at this, btw good luck on finding a good lava texture for voodoo ;) EDIT: it's fun to play, it has a great structure and you put some effort into this. even not being as fun as voodoo was, it's a nice add to the server. we can "parkour" for a little time. nice job here ;) EDIT2: oh btw, I think you should put something to make the round more even, it's really easy for zombies to infect in the beginning of the round :S
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    Mantra
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