[UPDATE] zs_obj_vertigo_v18



  • zs_obj_vertigo_v11 156MB

    • The couches that block the way now are timed to blow up after a couple seconds

    • Scattered a couple weak weapons and stones

    • Placed 2 aegises

    • Fixed a weird window

    • Added playerclip at the cubicles where players could jump in and get trapped

    • Fixed up the area portal mess that was probably created on decompile

    • Fixed music playing at the cost of removing some sounds from fire and other ambient ones

    • Added better playerclips for the long staircase that goes all the way up

    • Wave 1 is now default time to give players more time to join and rack up points



  • zs_obj_vertigo_v11 156MB

    • The couches that block the way now are timed to blow up after a couple seconds

    • Scattered a couple weak weapons and stones

    • Placed 2 aegises

    • Fixed a weird window

    • Added playerclip at the cubicles where players could jump in and get trapped

    • Fixed up the area portal mess that was probably created on decompile

    • Fixed music playing at the cost of removing some sounds from fire and other ambient ones

    • Added better playerclips for the long staircase that goes all the way up

    • Wave 1 is now default time to give players more time to join and rack up points



  • Yay.



  • Worth the wait.



  • I can’t wait to play this map again. :)



  • What decompiler are you using?



  • @Sally:

    What decompiler are you using?

    bsprc



  • I’m sure you would be able to get the .vmf is you asked nicely.



  • @Pufulet:

    bsprc

    Im surprised it would destroy the areaportals.



  • @Benjy:

    I’m sure you would be able to get the .vmf is you asked nicely.

    Apparently modesty doesn’t have the original anymore which is why I decided to decompile.



  • lol

    @Sally:

    Im surprised it would destroy the areaportals.

    Linked brushes have never worked correctly in vmex and probably never will.



  • For some reason, when this map is played on NoXiousNet, the ambient music in the lobby and in hallways just doesn’t play for me and a few other players.
    When I play the map on my Listen and also Dedicated server, the ambient music works.

    Edit: Figured out mounting HL2 EP1 caused this.



  • zs_obj_vertigo_v12 98.9MB

    [header]Links[/header]

    [header]Changelog[/header]

    • Damage multiplier has been reduced to 1.50 from 2.0.

    • Fixed props being unnailable in two sections of the map.

    • Removed the deadweight cube maps which greatly reduced size of file.

    • Changed the ladders at the elevator and scaffolding section.

    • Doing objectives such as progressing, breaking boards and using buttons will give those players points depending on what it was (5-15).

    • Removed some loose ceiling tiles and the two blue cubicles because I hit brush limit.

    • Added each crafting item.

    • Added some extra area portals to improve fps.

    • Tweaked fading scale on props to improve fps and hopefully reduce crashes.

    • Added a sledgehammer outside.

    • Fixed the first elevator being called too early.

    • Adjusted the zombie spawn at the first helicopter section.

    • Added clips at the metal sheets that slowely open, the clips are disabled once they fully open.

    • Added Bloated Zombie transformers at a specific section of the map.

    • Added a trigger_push at the collapsing rock section so players dont block it.

    • The checkpoint times for the flooded and final section have been set to 1 minute.

    • Remove the aegis at the pipes.

    • The door after climbing the pipes opens 10 seconds early.

    • Removed the second fence layer at checkpoint to stop people barricading there.



  • zs_vertigo_v13 103MB

    [header]Links[/header]

    [header]Changelog[/header]

    • Compiled on normal.

    • Added hints.

    • Players can no longer block the first door opening at reception and the electric fence bit.

    • Changed water texture in 2 sections to help against fps drops.

    • Added a temporary clip to stop humans messing with drawbridge.

    • Electrified water now does 2 damage.

    • Clipped the transformers at the first radio section so humans don’t go on top of them.

    • Repositioned zombie spawn at wooden elevator section and changed transformer to poison zombie.

    • Modified the office cubicles design so it makes more sense for zombies.

    • Fixed helicopter going through building at one stage.

    • Fixed helicopter textures not working for if you didn’t use hl2.

    • Fixed a zombie spawn never actually getting used at debris course.

    • Increased delay for zombie door to break by 3 seconds at electric water.

    • Fadescale and fog changes.

    • Other small stuff.

    • Properly pakratted helicopter texture.

    • Glass at swimming pool section is now breakable for the undead.

    Elevator Section

    • Added bloated zombie transformer at zombie spawn related to elevator

    • Props will now get destroyed if in elevator.

    Wooden Elevator Section

    • Two fence pieces now get destroyed when wooden elevator gets called.

    • Removed the barrels.

    Flooding Section

    • Modified how humans escape in hopes of making it more fair.

    • Placed a metal sheet in front of the fence facing zombie spawn.

    Finale

    • Removed a pipe at entrance of the finale section to make it easier for humans to get going up.

    • Changed the ladder at finale section from hl2 entity to css brush to make it easier to go up.



  • Properly published now, contains some extra fixes/changes by Box and Scott.



  • zs_obj_vertigo_v14 118MB

    [header]Links[/header]

    Built vertigo back to its former beauty and difficulty.
    [header]Changelog[/header]

    • Cubemaps enabled.

    • Colourmod enabled.

    • Waiting for players is 3:30 minutes, wave 1 2:00 minutes, intermission 20 seconds.

    • 1.25 damage multiplier.

    • Changed,repositioned weapons.

    • Fixed some exploits and backtracking.

    • Particles now work!

    • Added new section after flooding part, includes an (unheard?) drunken orc song.

    • Easier to get to the rope on flooding part as well as quicker flooding.

    • Lots of minor stuff.

    • Changed up office area after wooden elevator scaffolding.

    • Removed bloated transformer in office area and added poison transformer in section with electric fence.






  • yay particles



  • Before I didn’t like the color correction, but now I see the map really does look good with it.



  • Is there still attack of the bloom?



  • Map doesn’t support hdr.


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