Zs_obj_827_to_phoenix_v8



  • update: version 8

    version 7 addresses problems that caused its removal from the server. 827 was one of the most favored objective maps, probably second to enervation and lambda core. It is noticeably the same as v6, but with gameplay fixes all around. Fixed using EntEd to ensure no loss of map detail or quality.

    https://dl.dropboxusercontent.com/u/83629720/827.webm
    827 video

    [header]Changelog[/header]

    • Added an improved playerclip to prevent the possibility of any exploiting to go on ahead

    • Added a trigger_hurt if one goes too high up, in order to prevent one from going too high up

    • Added a clip for the barrels and wooden boxes inside the primary human cargo container

    • Humans joining the map will spawn in the cargo container after wave one begins

    • Increased the health on the wooden boxes inside the cargo container

    • Added a small set of additional props for barricading and crafting use at the start of the map

    • Added several weapons, including a glock, eraser, magnum and tmp later on in the map

    • Added two medical kits later on in the map

    • Added a few obstacles to delay any rushing humans following wave one

    • Re-worked props at the second and third holdout locations as deemed necessary

    • All batteries have been replaced with health vials, along with a couple health kit additions at certain locations

    • Time for barricading at the second holdout location has been increased slightly

    • Buttons have been disabled at the first and third holdout locations, opting for standardized preparation time (prevents button-frenzy players from calling the zombies too early)

    • Fixed players being able to hide in the combine monitor

    • Players are now notified slightly earlier about the train disconnect, which follows the first holdout segment

    • The ladder at the end of the map is now non-functional (nocollide) to prevent players from getting stuck; it is not really needed

    • Added start credits

    • Added an alternative ending sequence. In the event that the bomb is not used due to either a spawn error or ‘oops forgot’, an alternative ending activates after 25 seconds. Recommended to use bomb as the alternative ending requires time.

    notes

    should the bomb continue to spawn incorrectly, it can be expected to be remedied in v8; the alternative ending sequence permits proper map win even though bomb spawning has been working on a local server.
    redeeming is currently not supported after wave one.
    buy a junk pack

    v8 DL: http://www.mediafire.com/download/tazvvra37t3n6le/zs_obj_827_to_phoenix_v8.bsp


    map credits go to big gay baby
    also thanks to Scott



  • update: version 8

    version 7 addresses problems that caused its removal from the server. 827 was one of the most favored objective maps, probably second to enervation and lambda core. It is noticeably the same as v6, but with gameplay fixes all around. Fixed using EntEd to ensure no loss of map detail or quality.

    https://dl.dropboxusercontent.com/u/83629720/827.webm
    827 video

    [header]Changelog[/header]

    • Added an improved playerclip to prevent the possibility of any exploiting to go on ahead

    • Added a trigger_hurt if one goes too high up, in order to prevent one from going too high up

    • Added a clip for the barrels and wooden boxes inside the primary human cargo container

    • Humans joining the map will spawn in the cargo container after wave one begins

    • Increased the health on the wooden boxes inside the cargo container

    • Added a small set of additional props for barricading and crafting use at the start of the map

    • Added several weapons, including a glock, eraser, magnum and tmp later on in the map

    • Added two medical kits later on in the map

    • Added a few obstacles to delay any rushing humans following wave one

    • Re-worked props at the second and third holdout locations as deemed necessary

    • All batteries have been replaced with health vials, along with a couple health kit additions at certain locations

    • Time for barricading at the second holdout location has been increased slightly

    • Buttons have been disabled at the first and third holdout locations, opting for standardized preparation time (prevents button-frenzy players from calling the zombies too early)

    • Fixed players being able to hide in the combine monitor

    • Players are now notified slightly earlier about the train disconnect, which follows the first holdout segment

    • The ladder at the end of the map is now non-functional (nocollide) to prevent players from getting stuck; it is not really needed

    • Added start credits

    • Added an alternative ending sequence. In the event that the bomb is not used due to either a spawn error or ‘oops forgot’, an alternative ending activates after 25 seconds. Recommended to use bomb as the alternative ending requires time.

    notes

    should the bomb continue to spawn incorrectly, it can be expected to be remedied in v8; the alternative ending sequence permits proper map win even though bomb spawning has been working on a local server.
    redeeming is currently not supported after wave one.
    buy a junk pack

    v8 DL: http://www.mediafire.com/download/tazvvra37t3n6le/zs_obj_827_to_phoenix_v8.bsp


    map credits go to big gay baby
    also thanks to Scott



  • Great work.



  • Thanks :D



  • I hate to release multiple iterations so soon but v8 should be good to go, with zero issues at all.

    v8 DL: http://www.mediafire.com/download/tazvvra37t3n6le/zs_obj_827_to_phoenix_v8.bsp

    [header]v8 update[/header]

    • Added support for redeeming throughout the map, with 5 redeeming spawn locations

    • Reduced the number of brains required to redeem to 3

    • Replaced a battery with a health vial that had not been replaced previously

    • Finalized the alternative ending sequence

    • Edited the start credits

    • Fixed any incorrect zombie spawn issues

    • Improved the zombie gas in the rearmost cargo container

    • Increased health of the wooden boxes in the humans’ cargo container

    • there may be some that I may have missed as I lost my changelog record, but this should be all of it



  • yum.
    I like the last train jumping sequence.


Log in to reply
 

Looks like your connection to NoXiousNet was lost, please wait while we try to reconnect.