[UPDATE] zs_plaza_v5



  • zs_obj_plaza

    Download Link - http://filesmelt.com/dl/zs_obj_plaza2.zip

    Workshop Link - http://steamcommunity.com/sharedfiles/filedetails/?id=127561501

    An objective map with a similar idea to mental hospital. The original creator of zs_plaza is Isonoe.

    • Doubled FPS

    • 5 Waves, and three minutes over time followed by nightmare transformers

    • A shop with a car part will randomly open every wave starting from wave 2

    • Other shops and areas open over time

    • Opened up the “Body Shop” and added “Pufulet Industries” and “Takara Tower”.

    • Shops may contain goodies such as ammo, craftables, weapons, props and health.

    • Side objectives for both teams

    • Fast zombies are disabled

    • There are two locked stores that have glowy doors both red and blue. When that store is opened a key will randomly appear in the plaza. Those two doors will give you access to the “back” part of the plaza.

    • The human side objective is to find all 8 babies and bring them to the Takara altar. Babies are found in locked areas. For every two babies that are “sacrificed” at the altar some goodies will spawn in the map.

    • The zombie side objective is to find and destroy red skulls. Red skulls just like the babies are found in locked areas and have a total of 120 health and can only be broken by zombies. More skulls that get destroyed the easier it will be for zombies. Skulls unlock zombie spawns closer to humans, open up entrances for zombies and unlock the fresh dead transformers which after the over time will turn into nightmare transformers.

    • Once humans have placed all four car parts (engine, battery, and two tires) the next objective will unlock which is finding 3 gas cans. There are ghost templates for the objectives as shown in a screenshot and once you place a part in the correct place it will no longer be transparent and unmovable and unbreakable.

    • Three gas cans will randomly appear on the top floor of the plaza and once they have been put into place the car’s spotlights turn on and after 10 seconds it drives off breaking out of the plaza.

    • The humans must run out and into a a tunnel where they will trigger off a logic_winlose in the darkness











  • zs_obj_plaza

    Download Link - http://filesmelt.com/dl/zs_obj_plaza2.zip

    Workshop Link - http://steamcommunity.com/sharedfiles/filedetails/?id=127561501

    An objective map with a similar idea to mental hospital. The original creator of zs_plaza is Isonoe.

    • Doubled FPS

    • 5 Waves, and three minutes over time followed by nightmare transformers

    • A shop with a car part will randomly open every wave starting from wave 2

    • Other shops and areas open over time

    • Opened up the “Body Shop” and added “Pufulet Industries” and “Takara Tower”.

    • Shops may contain goodies such as ammo, craftables, weapons, props and health.

    • Side objectives for both teams

    • Fast zombies are disabled

    • There are two locked stores that have glowy doors both red and blue. When that store is opened a key will randomly appear in the plaza. Those two doors will give you access to the “back” part of the plaza.

    • The human side objective is to find all 8 babies and bring them to the Takara altar. Babies are found in locked areas. For every two babies that are “sacrificed” at the altar some goodies will spawn in the map.

    • The zombie side objective is to find and destroy red skulls. Red skulls just like the babies are found in locked areas and have a total of 120 health and can only be broken by zombies. More skulls that get destroyed the easier it will be for zombies. Skulls unlock zombie spawns closer to humans, open up entrances for zombies and unlock the fresh dead transformers which after the over time will turn into nightmare transformers.

    • Once humans have placed all four car parts (engine, battery, and two tires) the next objective will unlock which is finding 3 gas cans. There are ghost templates for the objectives as shown in a screenshot and once you place a part in the correct place it will no longer be transparent and unmovable and unbreakable.

    • Three gas cans will randomly appear on the top floor of the plaza and once they have been put into place the car’s spotlights turn on and after 10 seconds it drives off breaking out of the plaza.

    • The humans must run out and into a a tunnel where they will trigger off a logic_winlose in the darkness











  • If nothing else this will be the most entertaining map on the server.



  • Sounds like Dead Center finale with baby sacrificing. You seem to love nightmare transformers.



  • This looks fucking amazing. We need more “free-form” objective maps like this instead of the same “follow the arrows through city 17” bullshit in every other obj map.



  • Pufulet industries is not a smooth-flowing name.



  • Pufu Corp.



  • Plaza plays like an ordinary survival map so I’m planning a new version. Some ideas include:

    Being able to spend points to randomly open a shop to speed up the process.
    Adding a brain shop for zombies which will allow them to trade in brains to make human life more miserable.
    Each red skull will give the zombie who broke it one brain instead of it’s current effect.
    Disabling redeeming but the ability to purchase redemption for the same amount.
    Being able to transform yourself into a boss at the cost of brains.
    Adding artificial waves and the ability to unlock undead classes with brains.
    Making the map more combat focused rather than barricading but to still have the option to do so.

    Thoughts and suggestions?



  • I dig the escape sequence. Dramatic and fufuesque.

    All the brain proposals are cool except for being redundant since humans lose anyways once zombies not only break in, but break in and have time to break skulls that can’t defend themselves.



  • zs_obj_plaza_v2 37.5 MB

    download link - http://filesmelt.com/dl/zs_obj_plaza_v2.zip

    workshop link - currently unavailable

    Changelog

    • Map is now set at sunrise

    • More optimization

    • All physics props start off asleep

    • Added 3 area portals for the headcrab vents

    • More func_details

    • Nodrawed some more textures

    • Added artificial waves, each lasting 180 seconds with breaks of 50 seconds

    • 5 waves and after one minute on wave 5, overtime kicks in

    • Artificial waves means no wave 1 so late joiners will probably become zombies, however the file size should not be too punishing for first timers

    • No arsenal crate discount

    • No fast zombies

    • Changed some lightmap grids

    • Moved human spawn

    • New cubemaps

    • Removed the keys

    • Disabled redeeming (you can purchase it)

    • Changed/Added props

    • Added some extra general detail to fit the atmosphere (not talking about spamming decals)

    • Changed the lighting in the main area of the plaza

    • Changed the car to a better looking one just for the sake of it

    • The doors that require keys now open when their shop opens up

    • Removed all starting ammo

    • New win trigger can only be triggered by humans

    • The two extra areas no longer open on certain waves but instead with points

    • Pufulet Industries can be opened at the cost of 25 points

    • Maintenance Room can be opened at the cost of 25 points

    • Added a teleporter in the Maintenance Room at the cost of 5 points (costs every time)

    • One minute recharge after being used

    • 4 possible teleport locations outside the map with potential items

    • Players will get teleported back into the map after 45 seconds

    • Added the Zombie Area outside the plaza

    • Zombie Area closes off during artificial wave breaks just like gauntlet

    • A powerfull trigger_push is at the entrance of the Zombie Area

    • Each skull now awards the activator with 1 brain

    • Moved some skulls around

    • Changed the awards from the baby altar

    • At the start of each wave ammo or 1-2 worth weapons may randomely spawn in different shops

    • Moved the babies around

    • Added a brain shop

    • Redeem for the cost of 4 brains

    • Unlock zombie classes by spending a brain at a time so all zombies can join together for this one

    • 4 brains = fast headcrab

    • 8 brains = wraith

    • 12 brains = poison headcrab

    • 16 brains = poison zombie

    • Chem Zombie transformer for the cost of 16 brains or wait until overtime for automatic unlock

    • Fresh Dead transformer for the cost of 8 brains or wait until overtime for automatic unlock

    • Purchase to transform yourself into a boss (remember to stand on the green platform for the correct boss)

    • Bonemesh = 6 brains

    • Nightmare = 10 brains

    • Ticklemonster = 8 brains

    • Blow up the double doors at the cost of 4 brains or wait until wave 3

    • Open up H&M at the cost of 6 brains or wait until overtime

    • Added an extra entrance to the plaza

    • Added an entrance for headcrabs that leads to the first and second floor

    • Redesigned the escape sequence and made a whole new area for it

    • Car will go through the front entrance and towards the blocked car park, humans will need to run through there and get to the win trigger in a tunnel

    • Car has a trigger_hurt for props and zombies that gets enabled as soon as it starts and disabled when it stops.



  • Reupload v2.



  • zs_obj_plaza_v2_c 38.4MB

    download link -  http://filesmelt.com/dl/zs_obj_plaza_v2_c3.zip
    workshop link - http://steamcommunity.com/sharedfiles/filedetails/?id=127561501

    Changelog

    • Added 3.48 MB song that involves drumbeats a faint chorus that triggers on final wave

    • Brain Shop Changes

    • 4 Brains to unlock all classes

    • 3 Brains to unlock chem zombie transformer

    • 2 Brains to unlock fresh dead transformer

    • 2 Brains for each boss

    • 1 brain to blow up double doors

    • 1 brain to blow up H&M

    • Tightened up boss triggers just in case

    • If a transformer has been bought a hint will appear above it saying “Stand here to transform.”



  • zs_obj_plaza_v2_d 38.4MB

    (Let’s all suicide and buy dirt cheap bosses)

    download link - http://filesmelt.com/dl/zs_obj_plaza_v2_d.zip

    Changelog

    • Added a trigger which should disable fast zombies when 50% infliction is reached

    • Brain Shop Changes
        - 6 Brains to unlock Chem Zombie Transformer
        - 6 Brains for Nightmare
        - 4 Brains for Tickle and Bonemesh
        - 3 brain to blow up double doors
        - 3 brain to blow up H&M



  • I hadn’t noticed before, but Puke Pus is unavailable.  Restricting zombies from selecting the strongest boss balances the game unfairly towards human players.  Please fix this.



  • zs_obj_plaza_v3 41.1MB

    (Improved format of updates)

    [header]Links[/header]

    [header]Brain Shop[/header]

    • Added Pukepus for 2 brains

    • Nightmare price is 4 brains

    • Bonemesh price is 2 brains

    • The Tickle Monster price is 3 brains

    • Added Pants transformer for 2 brains

    • Opening H&M is 2 brains

    • Removed double door item

    • Unlocking one of the four classes will no longer have their model dissapear but a message appearing above them saying “Unlocked!”

    • Fixed Poison Zombie not unlocking correctly

    [header]Plaza[/header]

    • Extended Zombway by adding a back room

    • Added an extra entrance in the back room of Zombway for zombies to break

    • Added an underground tunnel that slightly speeds targets towards the exit in the plaza

    • Double doors is now completely unlocked

    • The two main entrances no longer have the wood frames so they need more props to block off

    [header]Objective Items[/header]

    • Made all objective items unnailable

    • Added yellow glow to objectives

    • Increased mass of objectives

    • Added a damage filter for objectives just in case

    [header]General[/header]

    • Bloated Zombie should now unlock on wave 3

    • Added “Objectives” to the HUD by making use of the zombiehud and humanhud from an entity

    • The wave or current sequence will be displayed on the zombies HUD

    • Overtime is now 30 seconds after wave 5

    • Added more rewards in the teleport rooms

    • Changed the car park building (not actual design)

    • Basic weapons will spawn more likely now

    • Added/Removed music

    • Completely removed the baby altar

    [header]Escape Sequence[/header]

    • Humans will have 40 seconds to build a barricade before the new zombie spawn gets triggered

    • Humans will have to defend for 2:30 minutes in the new area (pics below)

    • After 2:30 minutes the humans must run and get to the tunnel where a c4 will be automatically planted once tunnel reached

    • The C4 will detonate (harmless) after 20 seconds creating debris and initializing the win trigger shortly




  • Good stuff. Hopefully idiots will stop killing themselves because “dis is 2 hard” now.



  • @StratocasterTB:

    Good stuff. Hopefully idiots will stop killing themselves because “dis is 2 hard” now.

    v3 introduced many aspects that makes plaza slightly harder, and any of those overrules any new helpful additions for humans in v3.



  • zs_obj_plaza_v4 41.8MB

    [header]Links[/header]

    [header]Changelog[/header]

    • Fixed both zombie spawns being active at final sequence

    • Final sequence time has been reduced

    • Disabled shadow from the debris in tunnel

    • Skulls can be broken by headcrabs if you are hugging them while attacking

    • Anyone not in the tunnel after c4 detonation will start to take 10 damage every 0.5 seconds



  • zs_plaza_v5 60.1MB No longer objective, just special normal zs.

    [header]Links[/header]

    [header]Changelog[/header]

    • Cubemaps enabled.

    • Colourmod enabled.

    • 1.25 damage multiplier.

    • Returned the map back to it’s vanilla self as a base and then worked on that. The new shops are still there.

    • Overall map changes and lots of other tiny stuff.

    [header]4.0 v2[/header]

    • At the start of each wave the sigil will randomely spawn in a shop (never twice in the same spot). If the sigil spawns in a locked shop that shop will open, if it spawns in an open one another shop will open.

    • Sigil has 40 health, regenerates 1 health per 6 seconds (thx Benjy for better system).

    • Humans regenerate 1 health per 6 seconds if near the sigil.

    • As long as a human stays near a sigil the entire team gets 20% increased damage.

    • Zombies go 25% slower near the sigil.

    • When a sigil is destroyed all zombies near it get 450 health bonus.

    • When wave 6 finishes, humans have 15 seconds intermission followed by 10 minutes of nightmare. When wave 7 starts the sigil will spawn in a certain location out of any shop. Touching it will teleport you to the safe zone.








  • You should really stop with these gimmick maps.


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