Ze_lotr_helms_deep_v8



  • updated – map contains lots of complex triggers. wall defense portion is now much more playable as players will be able to shoot for a few minutes without the wall exploding prematurely.

    [header]Changelog[/header]

    • Fixed zombies being able to trigger the wall explosion early (out of sequence)

    • Revised triggers to work perfectly with the wall explosion and retreat

    • Added directional arrows that appear during the retreat

    • Added an additional grenade box to the wall portion to compensate for the other grenade box on the castle portion

    • Added a worldhint to direct players to defend the gate

    • Added a few zsmessage hints

    DL: http://www.mediafire.com/download/r7wi49ee5tj4o07/ze_lotr_helms_deep_v8.bsp



  • updated – map contains lots of complex triggers. wall defense portion is now much more playable as players will be able to shoot for a few minutes without the wall exploding prematurely.

    [header]Changelog[/header]

    • Fixed zombies being able to trigger the wall explosion early (out of sequence)

    • Revised triggers to work perfectly with the wall explosion and retreat

    • Added directional arrows that appear during the retreat

    • Added an additional grenade box to the wall portion to compensate for the other grenade box on the castle portion

    • Added a worldhint to direct players to defend the gate

    • Added a few zsmessage hints

    DL: http://www.mediafire.com/download/r7wi49ee5tj4o07/ze_lotr_helms_deep_v8.bsp



  • I posted these in http://www.noxiousnet.com/forums/index.php?topic=18496.0

    ze_grand_boat_escape_day_v5
    http://www.mediafire.com/download/lj6zgqbebx3we2x/ze_grand_boat_escape_day_v5.bsp

    • Removed the 20-second door wait as it conflicts with the 20 second timer when zombies spawn

    • Fixed up spelling and grammar in the console directions and revised them to be clearer

    • Re-worked timers a bit as well as an obstacle so that humans have a little more time to get to the boat

    • Reduced the main holdout portion timer by about 10 seconds

    ze_hypernova_v3
    http://www.mediafire.com/download/32cwxb9vw3nmvc2/ze_hypernova_v3.bsp

    • Fixed humans not being able to win if the trigger_hurt explosion misses some zombies by adding a trigger_winlose

    • Fixed players being able to trigger the func_tracktrain cargo lift early, skipping the defense portion and leaving humans behind

    • Added a few worldhints to guide players

    • ze should receive stat tracking and rewards support to go along with updated versions of maps



  • Nice!

    Would it be possible for you to port the maps Paranoid and Mako Reactor to Gmod?

    http://css.gamebanana.com/maps/112490

    http://css.gamebanana.com/maps/143887



  • – I’ll take a look at them, they won’t have the exact same aspects though since they’d be without custom weapons - would require jetboom to add support for em.

    if stat tracking and rewards are coming, I’ll set on repairing jurassic park, indiana jones, ocean base escape, game show, and any of the other ze maps that were removed - should be pretty easy.

    @JetBoom:

    It makes a weapon entity and parents the stuff to it. In order to do that I’d have to make dummy weapons for all the CS:S weapons. Which isn’t that hard.



  • I love the changelogs! Hopefully it will become better. Helms_Deep is certainly unbeatable when i play it with players.



  • @ritzbits:

    I’ll set on repairing jurassic park

    please

    even if ZE actually starts costing silver to play


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