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ze_solstice_redux_b1 - A Mod for Counter-Strike: Source.

An oilrig in the middle of nowhere, very close quarter, nonstop action map.

Original Map "as oilrig dj" http://css.gamebanana.com/maps/11636 Modified by DeviousMaps (Myself) for Zombie Escape. MUSIC: PENDULUM - SLAM LINKIN PARK - POINTS OF AUTHORITY If you download this map please be sure to give a rating and leave feedback. ***IF THIS MAP IS ENJOYED I WILL ADD MORE STAGES AND A BOSS FIGHT*** Find any bugs? Email me at [email protected] ***NOTE THIS IS AN EARLY BETA NOT EVERYTHING IS PERFECT*** ***ALSO REPORT ANY SPAWN POINT ISSUES, FOR SOME REASON THEY HAPPEN AT RANDOM*** HAVE FUN!!!
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  • tormacoy avatar
    tormacoy Joined 11y ago
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    9y
    **Pros:** - Ambientation **Cons:** - Music dont fit the map - No cades ,props ,etc - Path is a bit confusing, there are several ways that lead to nothing **Improvements:** - Change the music. My opinion is that game ost is better for this maps. - Change the hold points, add props for cover. **Notes:** - Dont add levels , they are overused and boring. Better random paths รง. - Sry for this english xD
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  • DeviousMAPS avatar
    DeviousMAPS Joined 9y ago
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    9y
    > **Posted by strikerromanov** > why the song had to be slam ? oh god 2 many ppl asked for it haha :B
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    strikerromanov Joined 10y ago
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    9y
    why the song had to be slam ? oh god
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  • DeviousMAPS avatar
    DeviousMAPS Joined 9y ago
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    9y
    First off I want to thank you a ton for going through all of this to help me out, I really do appreciate it xD. This is actually the first map I have ever made (well by "making the map" you know what I mean), so I was expecting a ton of bugs etc. I read over everything that you posted and agree with you on 95% of what you said and I will go back and change them when I get a chance. The thing with me wanting to add stages/boss fights is because the Zombie Escape server that I play in, (GFL) really only play maps with multiple stages and a boss :B. I think for my first time making a map it came out pretty well though, but I will FOR SURE go back through and change some stuff up that you suggested! Thanks again for the feedback! EDIT: Love your Deja Vu map xD
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  • Envi avatar
    Envi Joined 13y ago
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    9y
    The format of the post got ruined by GB. Oh well. ------------ You should have used a different name, but I doubt anyone had downloaded this fast -or I hope-. For each problem and issue... 1. The spawnpoints: Invalid terrorist spawnpoint at (338.0,-48.0,-48.0) Invalid terrorist spawnpoint at (-146.4,-48.0,-48.0) Invalid terrorist spawnpoint at (-33.8,-56.0,-56.0) Invalid terrorist spawnpoint at (82.5,-48.0,-48.0) Invalid terrorist spawnpoint at (301.7,-48.0,-48.0) Invalid terrorist spawnpoint at (-324.1,-48.0,-48.0) Invalid terrorist spawnpoint at (-318.3,-48.0,-48.0) Use View -> Go to coordinates in Hammer to go to the coordinates that console specifies to delete/change those spawnpoints. A spawnpoint should always be a bit over the ground -8 or 16 units above it is really lovely). 2. Commands from the original map. You editted a map, that's cool and dandy -you still haven't creditted here as it should, however, but I don't really care, others will flagspam or commentspam sometime, I guess-, but you should have cleaned it up a bit. Console shouts: Unknown command: vip_teleport Unknown command: vip_escapezone which are probably sent by some point_servercommand. Use the entity report in Hammer (Map -> Entity Report) to find entities of this type and delete the one that is used for this (or if you reused the one in the map for your console commands go to the Inputs tab and find the entity that triggers said output). 3. Optimization. http://i.imgur.com/3r74kqOh.jpg http://i.imgur.com/3CrtKAVh.jpg Although you -or maybe the original map?- used Hint/Skip to cut visleaves, it could have been done better -it looks rather messy to me, I generally prefer to keep all visleaves aligned to the grid in a size of 16 or 32 as this will speed up the compile and the map itself-. Furthermore, there are lots of brushes that should be func_detailed to speed up the VVIS compile -and, in general, improve the map in terms of visibility-. Every solid that isn't a wall and doesn't 'hide' large portions of the map should be a func_detail -provided that it is not sealing the world-. You can look up some optimization here (http://www.optimization.interlopers.net/), and you can also read some of the Will2k tutotials and papers that are uploaded on Gamebanana. I learnt -the little I know- of the whole visleaves thing with the first link and messing myself with thingies, but you can look elsewhere. 4. Teleport suggestions. I haven't rolled through the map completely, but Syou sent me this pic: http://i.imgur.com/yjttKP9.jpg This is what I was refering to when I talked about adding a few teleports. The purple lines are your clips (r_drawclipbrushes 1). 5. Broken paths. http://i.imgur.com/oI97ynxh.jpg I believe this ladder is broken; we couldn't find another way to get going from here. http://i.imgur.com/IPHBMb1h.jpg The window is breakable. You're skipping the teleport and the hold it involves. (Although the teleport itself breaks the flow of the map for me, you should try something else) 6. Clipping. I feel the clipping is overall off. Not being able to walk on a handrail you can obviously jump onto is one of the things that pisses me off the most -although I've done my own absurd clippings at times-. Some clips would be better off replaced by a trigger hurt/teleport combo (hurt humans, teleport zombies) in the bottom of the 'pit' they're protecting players to fall into. This would yield a feeling of freedom. http://i.imgur.com/kk6isPmh.jpg Some clips -screenshot related- seem to be abusable. Maybe not in the server you play in, but some servers have absurd configs that ruin maps. For instance, in a server with jumpboost you could strafejump that wall and cut about 10-15 seconds to other players -or even rape humans as a zombie-. Maybe you should clip it dynamically, so that there's a bigger clip in there that gets removed 5 or 10 seconds after the first human touches the teleport. 7. Looks. I would still insist on adding decals and general little eyecandy and detail to liven the map up. The 3DSky looks rather boring in my opinion too, and could be improved by adding a vast sea underneath -as it is an oilrig after all-. Some areas could use better lighting, as it feels dark in a boring, uninteresting way. The room where the teleporter is placed is rather uninspired and boring, and seems out of place. 8. Music, suggestions and general feelings. The map could do better. Using a song that already appears in another map doesn't help, in my opinion; in fact, I'd recommend you -although it's your map and your musical choice; I've never liked Pendulum for the matter and this falls into the personal tastes category- to change the music. Even more, I'd recommend you to randomize a few songs, one after another -using a logic case- with songs that haven't been elsewhere. As for levels and bosses, I'd stay away from them. The way the map is wouldn't allow levels more than they are in Mako -boring ones that barely change anything if at all-. Levels and bosses have been overdone to the level that they are just a terrible standard now. Instead of building a map with half assed difficulties, it could be more interesting to either use randomization or let the players decide the path they want to take -maybe using puzzles, distributing holds and depending on the last detected something something, etc-. This is again just an opinion, but probably a map that isn't like the rest will be remembered more than another straight out copy of the formula that is known to work. I feel the map could improve greatly. Given that you used another map to build it, I think you should try to at the very least improve the visuals. For example, http://i.imgur.com/Oa4XR79h.jpg http://i.imgur.com/hKekRhoh.jpg this looks off. That side in general, in fact, looks odd. You used only one texture cutting abruptly the map without any props or decals put into it, almost as if you just were trying to rush the map. Take your time and, instead of trying to release the map for the shake of having a ZE map to play that you call yours, take the time to make a ZE map that is truly yours -and that others will consider so-.
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  • DeviousMAPS avatar
    DeviousMAPS Joined 9y ago
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    9y
    ***FIXED*** - There are now barriers on the sides of the helipad so you can no longer jump/fall off. - HOPEFULLY fixed the invisible walls problem - Replaced the old "invisiable wall" hold point with a door. **NEED TO FIX** - The invalid spawn points (there are so many so its gonna take time to go through them) - Few other minor things
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    Mantra
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  • Envi avatar
    Envi Joined 13y ago
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    9y
    > **Posted by DeviousMAPS** > > Thanks man, im working on fixing all of them right now and I think its my friends that rated it haha I sent the map link to them all No problem. I'll give it a roll later at fps and optimization -although I'm not great, and the map already has a structure- and I'll throw some suggestions in here. EDIT: You might want to credit the original author of as oilrig dj.
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    DeviousMAPS Joined 9y ago
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    9y
    > **Posted by Enviolinador** > There are missing textures in the map, one of them being a credits billboard -I assume- and the other the door/barricade/whatever that has to be held before the 45 second long hold at the heli-spot -that has no heli, although the original map did have it-. When testing it, the map seemed to need a bit of extra detail in terms of decals because it looks too similar inside. I am not really a fan of all the clipping that you did, but given that you took a map from another gamemode and tried to make it fit for ZE, it might be better this way. I also feel that the map could use some AFK teleports, and some extra teleports -for instance, you can jump from the heliport to the skybox and you will stay there forever-. > > Where I spawned there was no buyzone, and console was spitting 'invalid spawnpoint at X Y Z' errors. You might want to take a look at that. > > EDIT: How can there be 2 10/10 ratings in such a short timespan in a map whose mapper knows there are a few bugs that must be fixed? > > EDIT 2: I only gave the map a quick run so I didn't check the fps. I'll do that when you upload another version. Thanks man, im working on fixing all of them right now and I think its my friends that rated it haha I sent the map link to them all
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  • Envi avatar
    Envi Joined 13y ago
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    9y
    There are missing textures in the map, one of them being a credits billboard -I assume- and the other the door/barricade/whatever that has to be held before the 45 second long hold at the heli-spot -that has no heli, although the original map did have it-. When testing it, the map seemed to need a bit of extra detail in terms of decals because it looks too similar inside. I am not really a fan of all the clipping that you did, but given that you took a map from another gamemode and tried to make it fit for ZE, it might be better this way. I also feel that the map could use some AFK teleports, and some extra teleports -for instance, you can jump from the heliport to the skybox and you will stay there forever-. Where I spawned there was no buyzone, and console was spitting 'invalid spawnpoint at X Y Z' errors. You might want to take a look at that. EDIT: How can there be 2 10/10 ratings in such a short timespan in a map whose mapper knows there are a few bugs that must be fixed? EDIT 2: I only gave the map a quick run so I didn't check the fps. I'll do that when you upload another version.
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  • DeviousMAPS avatar
    DeviousMAPS Joined 9y ago
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    9y
    I am aware of some problems with the map and they are being fixed as we speak.
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    Mantra
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