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ze_santassination_v3 - A Mod for Counter-Strike: Global Offensive

Updates

V3 5y
  • - Final version (i swear, i hope, please) - See description for changelog
v2 6y v1_4 6y v1_3 6y v1_2 6y

Santa has gone naughty, and it's up to YOU to save Christmas!

ze_santassination
Created by Luffaren
>  [email protected]
>  steamcommunity.com/id/LuffarenPer
>  gamebanana.com/members/762095
Admin room location  (0    0    11600)
Created for the Mapeadores Zombie Christmas mapping contest - got 1st place.

=====================================================
Santa has gone naughty, and saving Christmas is up to you!
Go forth through an epic journey across 4 stages with items, events, bosses and something unknown.
Are you able to reveal Santa's truth? There might be more to it than you think.
Good luck!

=====================================================

The map contains:
- 64 player spawn
- 6 items
- Npc's
- Bosses
- 4-5 Stages (8-10 including the "eternal truth" mode)
- Something extra

There is an admin room just above where you spawn (look at the minimap on round start)

=====================================================

OFFICIAL STRIPPER IS AVAILABLE (2020-08-20)
(included in the download-section)

[WHAT IT DOES]
EDIT #1 (2019-06-16)
> replaces item-filtering with scripts instead of targetnames (no more bugged items you must drop/pick up again).
> delays the teleport on act 3 (left side at the start) from 0 to 20 seconds (from the moment you trigger).
> ensures that bosses will actually take damage from the items (through manual script checks).
> prevents the endless heal bug/exploit.
> fixes grenade-hit detection for bosses and also plays an indication-sound when a nade hits.
> fixes boss-hp addition time from 0.20 to 0.02 (making it pretty much impossible to insta-kill it).

EDIT #2 (2019-06-23)
> matches item-damage to original trigger-damage (making items more effective against bosses).
> fixes direct rocket hits not getting detected properly (explosion deals 500 damage, direct hit deals 1000 damage).
> added a small point_worldtext in ACT3-spawn to indicate that the stripper/fix is active.
> added a 1-second delay before bosses starts moving (allowing grenades to hit).

EDIT #3 (2019-07-07)
> fixed speeders working from the moment of pickup (non-intended glitch from previous stripper fix).
> added a safety-net to the final-boss-win-push which would in some cases not work on newly infected.
> fixed the npc's depleting too early on act 1 extreme during the bossfight.
> moved the teleport-destination up more frequently during the early stages of truth (up until the tram).

EDIT #4 (2019-07-15)
> fixed speeders not working on prologue (side-effect from the EDIT #3 fix).

EDIT #5 (2019-08-17)
> filled a displacement gap you could get stuck in on ACT2 (thanks to Waffel).
> tweaked/fixed the particle timer on the laser, which should make it show properly (thanks to Waffel).
> tweaked/fixed the particle timer on the herder, which should make it show properly (thanks to Waffel).

EDIT #6 (2019-10-18)
> reduced truth/extreme boss (small santa) extra-HP-add from 1000 to 200.
> reduced truth/extreme boss (socrates) extra-HP-add from 1000 to 600.
> truth/extreme boss (fat santa) extra-HP-add is still at 1000.
> fat santa boss basic-HP buffed from 2500 to 3000 (counts for both normal and extreme mode).
> nerfed minicannon damage (from 125 to 50).
> nerfed beam-cannon damage (from 375 to 250).
> nerfed rocket damage (from 1000 to 500) *direct rocket hit*.
> nerfed explosion damage (from 500 to 300) *general explosions, including when rocket hits*.
These balance-changes are meant to make the map a bit more balanced/less item-reliant.
The map should be a bit more difficult in general now.

EDIT #7 (2020-04-12)
> increased HP-add on boss (small santa) from 2000 to 3500. 
> increased HP-add on boss (fat santa) from 3000 to 4000. 
> increased HP-add on boss (socrates) from 3000 to 4500. 
> extreme extra-HP-add is still the same as EDIT #6 though (smallsanta:+200, fatsanta:+1000, socrates:+600).

EDIT #8 (2020-04-20)
> decreased HP-add on boss (socrates) from 4500 to 3500.
> decreased extra-HP-add on extreme boss (small santa) from 200 to 100.
> decreased extra-HP-add on extreme boss (socrates) from 600 to 500.
> added more heal-item spawns on extreme act3 (+3 more heals, setting it from 5 heals to 8 heals).
> nerfed explosion slowdown-time on zombies (from 4.00 seconds to 3.00 seconds).
> nerfed explosion ignite-time on zombies (from 5.00 seconds to 3.00 seconds).
> converted boss-targeting to script, this should make it better randomized/responsive.

EDIT #9 (2020-08-20)
This is not exclusive for either 0-ping servers or non-0-ping servers. It's meant for all.
> decreased HP-add on boss (small santa) from 3500 to 3000.
> decreased HP-add on boss (fat santa) from 4000 to 3500.
> decreased HP-add on boss (socrates) from 3500 to 3000.
> increased base-HP on boss (socrates) from 5000 to 10000.
> decreased extra-HP-add on extreme boss (fat santa) from 1000 to 800 (smallsanta still:+100, socrates still:+500).
> fixed targeting issue/exploit on socrates where you could hide far away/in corners without ever getting targeted.
> fixed zombie shortcut/exploit on the start of truth (jumping on top of the fat-santa wall just as the zombie cage breaks).
> fixed speeders not working instantly during the prologue.
> health items will now self-clean after its use (this will remove the pistol as well).

If this stripper-change turns out to make the map too easy it will most definitely be updated. 

=====================================================
============= CHANGELOG v3 ============= 
This is the final/stable version. "ET" = eternal truth mode 

GENERAL: 
- Reworked the boss targeting a bit (it should not stick on a single player forever now) PROLOGUE: 
- Added a voting system for people who want to skip to the eternal truth mode (requires 90% of the humans alive to pass) 
- Less HP on mufasa (from 10k to 5k) which will allow you to skip the cutscene faster 
- ET: Changed the position of an npc spawn (on the simba rock) which usually made the npc get stuck  

ACT I: 
- Added a killing trigger on the final door (otherwise zombies could glitch/merge into the door and fail the round) 
- It was previously possible to win without having a human inside the final room (as long as zombies weren't inside), this is now fixed 

ACT II: 
- Added a killing trigger on the final door (otherwise zombies could glitch/merge into the door and fail the round) 
- It was previously possible to win without having a human inside the final room (as long as zombies weren't inside), this is now fixed 
- Delayed the last teleport (mid-bridge) by 15 seconds (which should allow for defending longer)
- Just before the final bridge, the teleporter has been moved back slightly 
- Decreased a few extreme npc's on the left side (before parkour, after you enter the santa factory) 

ACT III: 
- Fixed the HP-adding trigger on both bosses not covering the entire arena (which could lead to lower hp/exploiting) 
- Small santa boss > increased time gap between illusion attack (slightly) 
- Small santa boss > nerfed speed (slightly) 
- Fixed an exploit where people can strafe around a gate and trigger things early 

TRUTH:
- Fixed a game breaking exploit where a teleport activates too early (by zombie boosting), messing up the entire round 
- The boss will not take damage from zombies anylonger 
- The boss is slightly faster now (from 4750 to 4850)

Enjoy!
  • CGMentos avatar
    CGMentos Joined 8y ago
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    5y
    congratulations
    :>
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  • Luffaren avatar
    Luffaren username pic Joined 13y ago
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    6y
    Posted by csgoplayerx

    Very cool map,  very good imagination. I wish Level 3 was more winnable though, so we can see Level 4 and 5. I don't think we can do more than 60% of Level 3 most of the time. Still need to fix the balance even after version 1_3, I think.

    This map is very fun anyway. Keep up the good work, commandoh.


    Thanks for the comment!
    I'm going to release v1_4 in a somewhat near future, but first i'd like to see how the other stages (after act 2) is playing out in general.

    I'll be doing some further nerfs on act 2, along with a bunch of general fixes/tweaks.

    COMMANDOOH COMMAAANDDOOOH
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    Mapper
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  • Very cool map,  very good imagination. I wish Level 3 was more winnable though, so we can see Level 4 and 5. I don't think we can do more than 60% of Level 3 most of the time. Still need to fix the balance even after version 1_3, I think.

    This map is very fun anyway. Keep up the good work, commandoh.

    Bananite
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  • Nail89 avatar
    Nail89 Joined 14y ago
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    6y
    Would be nice to see it in css too

    Bananite
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    Adr1an Joined 12y ago
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    6y
    Posted by FireWavezZ

    Looking very fancy luffaren

    We've really gotta get back into mapping man.. :D

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  • FireWavezZ avatar
    FireWavezZ username pic Joined 11y ago
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    FireWavezZ avatar
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    6y
    Looking very fancy luffaren

    Mapper
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