Zs_fearhouse_v3_fix



  • A fairly bad map as far as maps go which I made ages ago and persists on the server today. I decided today I’d fix some stupid issues/errors with it that have long been there. If it’s been there for so long, it’s obviously going to be at least valid until the sigil update comes around. I suspect the sigil update will invalidate it due to it’s semi-linearish nature as a map.

    Fixed:

    • Tweaked props a little.

    • Applied lubricant to door hinges.

    • Contrary to popular belief, the missing ground was actually a texture error. Fixed.

    • More nodraws/func_details

    • Adjust clipping issues a bit.

    • Fireplace doesn’t look as dumb now.

    https://dl.dropboxusercontent.com/u/8255941/Garry%27s%20Mod/zs_fearhouse_v3_fix.bsp



  • A fairly bad map as far as maps go which I made ages ago and persists on the server today. I decided today I’d fix some stupid issues/errors with it that have long been there. If it’s been there for so long, it’s obviously going to be at least valid until the sigil update comes around. I suspect the sigil update will invalidate it due to it’s semi-linearish nature as a map.

    Fixed:

    • Tweaked props a little.

    • Applied lubricant to door hinges.

    • Contrary to popular belief, the missing ground was actually a texture error. Fixed.

    • More nodraws/func_details

    • Adjust clipping issues a bit.

    • Fireplace doesn’t look as dumb now.

    https://dl.dropboxusercontent.com/u/8255941/Garry%27s%20Mod/zs_fearhouse_v3_fix.bsp



  • You could’ve done something about the basement being just a long hallway with a single doorway or the fact that normal zombies can only breach through one doorway as well.



  • Absolutely, that’s not what this map fix is about though.

    However, is the basement really that bad the winrate is inflated beyond the average? I could still make some changes to the map now that I have reacquired the vmf.



  • Just so you know, all ladder-based entities are destroyed when you decompile a map. At the moment those who go into the basement are trapped in there unless they build a prop ladder, the actual ladder doesn’t do anything.



  • Ok, all things considered people actually want more tweaks to this map and there’s more fixes to be made, so I am going to attempt a v4 at the weekend. Fix the dumb ladder and tidy up the map more. In addition I will probably increase the size of the windows and improve their positioning, maybe make it so the fast zombie entrance isn’t so easily cadeable.



  • Fast zombies need to be able to get to the roof easier. Make something they can climb up to the top with.



  • Progress on v4: nearly done

    Fast zombies can get onto the roof fairly easily right now in v3_fix, but v4 has a fairly large change that makes it quite easy to get up if you somehow can’t jump 2 levels.

    v4 is nearly done. 55% winrate is absolutely insane, so I’ve basically put a huge nerf into the map which includes adding some area to the left side of the house which accommodates an outhouse/storehouse, which is effectively a 2nd entrance. This room links into the kitchen, and it does have a few props for use.

    Also the basement ladder is fixed, sprinkled a few props which are outside now, there’s a burnt truck at the zombie spawn providing them with a bit of cover. Hopefully this should be enough to bring it to an acceptable level. The fact the left side of house is open also adds 2 new windows that require cading. May tweak it some more, maybe add a way in Wave 4 for regular zombies to get to the roof.

    All this for a silly map I made in 2009



  • Add more normal zombie entrances since there’s only one, and reason to not cade the long hallway basement.



  • could you make a vent in basement?



  • Add more normal zombie entrances since there’s only one

    Already added.

    could you make a vent in basement?

    and reason to not cade the long hallway basement.

    Working on it. Going to attempt to make it somewhat still viable, however.



  • While you guys are discussing the matter of vents in this map, please be sure to design the vent so that it doesn’t become an unbeatable ventcade like in zs_bunkers or de_lost. Players would constantly bring small props inside the vent while barricading the vent’s corner and keeping zombies out with an impassable wall of bullets leading to constant victories.



  • v4 done, I think. Tested in GMod, ZS ents seem to be working fine.

    https://dl.dropboxusercontent.com/u/8255941/Garry%27s%20Mod/zs_fearhouse_v4.bsp

    I strongly suggest this gets on as soon as possible due the 55% winrate of v3_fix.

    Changelog:

    • Added a second entrance into the house from the left side of the map, leads into a garage/fuel/washer style room which is linked to the kitchen.
    • As a result of the left side expansion, 2 windows are now viable to enter.
    • The fast zombie entrance room starts unlocked now to humans.
    • Prop adjustment and tweaks. Some possible crafting chances now.
    • The roof of the new room might allow fast headcrabs/poison headcrabs to get into the fast zombie room now.
    • Basement door moved to the left, and has a large window in the room that can just about fit players/zombies through. It’s going to be more useful for headcrabs however, so you’ll also need to cade that window.
    • Ladder fixed.
    • Displacements rebuilt, they’re still pretty shitty.
    • Burning truck that blocks the zombie spawn, to help provide some cover to spawning zombies.
    • The front room has a small entrance into under the staircase, and the staircase bottom steps break. Big enough for headcrabs to fit through into the stair/basement room.
    • Fixed a gigantic conversion error that is present in v3_fix

    going to avoid touching this map if this turns out fine. Hoping the winrate levels at about 5-15%.



  • Nice work.


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