Mediocre maps



  • List off some mediocre maps. If a map isn’t high or top-tier then I’m removing it.



  • List off some mediocre maps. If a map isn’t high or top-tier then I’m removing it.



  • Nestlings, that long corridor is a major problem. That being said if there was a back door made in the house it would no longer be a problem.



  • holdout mountain (terrible map that field made a futile effort on trying to fix)
    zm_farm2_nav72 (terribly designed map for ZS)
    korsakovia (mod conversion map that broke around mid 2010)
    cs_urban_v2 (I think you removed cs_urban instead of cs_urban_v2 by accident.)
    zs_zombienowhere_v3 (only one decent cading spot, also laggy, should have been removed years ago)
    abandonned_building (absolutely terrible map)
    chernobyl (laggy, hallway-ish)
    zs_outpost_gold (door issues and generally mediocre)



  • zs_relic (highly unoptimized)



  • I wouldn’t want to remove some of the award maps, we’ve already lost about 15 of them, some may look a bit generic due to their age but I enjoy them for their difficulty.

    zs_firewall_aftershock
    zs_relic



  • most of the zs_generichouse maps

    that new manior de perruque destroys fps. I get about 15-20 on it and others have complained of the same issue



  • zs_fireforest because its very messy,unstable and the fire in the 3d skybox are just terrible.
    zs_lostcoasthouse because it has a terrible design and is not suitable for zs in my opinion.



  • For Relic, point out were the problem is in optimisation and I will have a look. It’s a very small and basic map.



  • You can go under the map which means that there is just a huge sky box covering the whole map which is an SDK amateur thing.
    There is no optimization whatsoever which is actually strange since Hammer does automatically attempt to do some optimization.
    You can go anywhere in the map and it will still render everything.
    Why is there a 3d sky box that has everything in the actual level? This just doubles the damage of fps.
    The floor is a displacement with no actual solid brush underneath it which is a terrible thing. This is probably why the mapper made a giant sky box around everything or the map would have a giant leak.

    To fix this disaster:

    Area portals
    A sky box that does not actually suck.
    There might a sky_camera entity in the level itself which is why its creating a giant version of the map.
    Make a solid brush underneath all displacements or just remove the ugly displacement in the first place.
    Too many openings in the houses that should be sealed off.



  • Is there a non-ingame version of the current map list?



  • zs_noir
    zs_forestofthedamned_2010
    zs_woodhouse_rain
    zm_darkhouse_ocxv3
    zs_raunchierhouse_fixed2
    zs_nastiesthouse_v2
    zs_nastierhouse
    zs_VillageHouse_final
    zs_imashouse_final
    de_alivemetal
    zs_Cabin_v2
    zs_village_v2
    zs_the_pub_final7
    zs_shithole_finalised
    zs_fortress
    Abandonned_Building
    zs_farmhouse_v4
    zs_vulture_final_d
    zs_winterforest_v2
    zs_deadhouse_b4
    zs_fireforest_redo_v4
    zs_overran_city_final
    cs_gasstation_d
    zs_zombienowhere_v3
    cs_1_home_v2
    zs_blastdoors_fixed
    zs_hamlet_ce
    zs_darkvilla
    zs_apartmentruins_fixed
    zm_distant
    zs_nastyhouse2_v2
    zs_outpost_gold
    zs_darkvilla_v2
    zs_fearhouse_v3
    zs_infected_city_b1
    zs_placid_final
    zs_lost_coast_house_v3
    zs_junkyard
    zs_hellarch
    zs_tag_sealed
    zs_asylum_v6
    rd_zombocity_f
    zs_raunchyhouse_fixed
    zs_crazycity_v2
    zs_the_house_of_doom
    zs_lostfarm_final
    zs_fury_v3
    zs_korsakovia
    zs_snow
    zs_forbidden_bureau
    zs_motel
    de_star
    zs_dezecrated_vA
    zs_thevillage_final_opt
    zs_houseruins_fixed
    zs_forgotten_town_v3
    zs_gravity_v2
    cs_bulletheory
    zs_trainstation
    cs_sprint_trading
    zm_nomercy_hospital2
    zm_honkers_club_v2
    zs_lost_faith_ptx1
    zs_death_house
    cs_urban_v2
    zs_inn_b2
    zs_tanna
    zm_ryan_valley
    zm_farm2_nav72
    zs_boohouse_v2
    zs_siege_opt4
    zs_mines_b3
    zs_chernobyl_v2
    zs_mall
    zs_desert_hideout_v6
    Zm_Toxa_West_v2
    zs_dam_v2
    zs_abandoned_mall_v5f
    zs_xcom
    zs_holdout_mountain_final3
    zs_winter_warehouse_v5
    zs_buntshot_v2
    zs_urbandecay_v4
    zm_rundown
    zs_twilight
    zs_silence
    zs_stormiest_b1
    zs_hazard
    zm_FireWaLL_aftershock_v1b
    zs_middle_nowhere_NOEDITS
    zs_final_destination_b3
    zs_obj_pharmacy_v19
    zs_cityholdout
    zs_obj_lambdacoreV16
    zs_obj_upward_v20
    zs_uglyfort_v6
    de_nightquarters_v1
    cs_besenyei
    zs_zombie_village
    zs_haunted_manor_beta
    zs_oldhouse
    zs_tunnels_fixed_v2
    cs_island_b1
    zs_eaglecity_fourside_b3
    zs_city_14_fixed
    zm_exhibit_v1F2
    zm_natalyas_cottage_r
    zs_obj_reactor_15_v2
    zs_factory_b2
    zs_obj_enervationV9
    zm_legends_v2_b
    zs_insurance
    zs_lighthouse
    zs_block13
    zs_canyon
    zs_seclusion
    zs_urban_roofs_v1_fixed
    zs_asylum_reborn_b2
    zs_infected_square_v1
    zs_obj_mental_hospital_v3
    zs_Decommissioned_1a
    zs_relic
    zs_nysc_b4a
    zs_bunker
    zm_basin_css
    zm_surrounded
    ZM_Krusty_krab_a3
    zs_deadmount
    zm_arctic_bunker_v1a
    zs_manoir_de_perruque
    


  • Thanks.

    The good, the bad, and the ugly:

    zm_darkhouse_ocxv3 has a very long hallway which of course is bad.

    zs_the_pub_final7 I am surprised this shit is still here. Very laggy and hallway-ful. Also the desert makes classic mode annoying.

    zs_farmhouse_v4 again with these hallways

    zs_raunchyhouse_fixed doesn’t need removal, but making locked doors unbreakable makes this map very hard for zombies because the only way in for non fast zombies is to duck jump thru an easy to barricade window on the first floor. Remove prop_door_rotatings and it should be fine.

    zs_gravity_v2 has several flaws. First, only the nightmare boss can leave zombie spawn and the best barricading spot is human spawn so zombies don’t get stragglers.

    zm_nomercy_hospital2 has a horribly long hallway and looks like shit.

    zm_honkers_club_v2 is very dark (zombie vision doesn’t help) and has hallways.

    zs_chernobyl_v2 very laggy and hallway.

    zs_stormiest_b1 humans have access to a variety of tools early on for free (medkits, grenades, and an aegis) not to mention all the hammers and heavy melees. That aside, the main cading spot has a clear line of sight to the closest zombie spawn (which is far away) which makes playing a zombie tedious and frustrating.

    de_nightquarters_v1 has a very campable vent. It could probably work if the vent was blastdoor’d

    zm_exhibit_v1F2 has another really long hallway and eyesearing hdr

    zs_insurance has a hallway that falls back to another hallway

    This is all I have for now.



  • Stormiest is a nice map though. Maybe someone could just move zombie spawn and delete (most of) the weapons.



  • zs_imashouse_final, this map either needs a profile to blacklist the gaben cars or removed entirely.



  • @Pufulet:

    zs_fireforest because its very messy,unstable and the fire in the 3d skybox are just terrible.

    Is a terrific map, a zs classic.



  • zs_oldhouse is a map with missing textures and a horrible house if I recall correctly



  • I think you confused mediocre with “maps I don’t like”.



  • If a map has terrible fps, bad design, unfitting or ugly looking of course I will dislike it.



  • zs_manoir_de_perruque is a highly unoptimized map.


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