zs_noxbeach_v4 [Release]
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Well, I’ve finally finished that ZS map I’ve been working on. I spent some time on it, and I hope people enjoy it.
It’s a daytime, beach-bunker-attack theme.It’s suitable for Noxious Net’s size, it includes numerous spawn points, 5 sigil locations, 5 redeemer locations, about 7-8 locations to cade, 5 entrances to get in, 3 boss spawn locations, numerous props, HDR lighting and among other things.
The map is approximately 7.0 MB(Now compressed to about 1.5-2mb.), and it consumes little resources.
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1277753280Screenshots
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Added.
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@scott
Thanks. If you guys encounter any game breaking bugs, let me know.
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This map needs to be made way less spawn campable. I’m going to take it out for now, for the future the difficulty needs to be increased. Perhaps adding more cover for zombies coming out of spawn or a new spawn inside the bunker all together. There’s also plenty of really good props and hallways to barricade. It’s just a snore fest for both sides right now.
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@Scott
I have yet to play it, but thanks for the input.So the current complaints is that they’re too easy to spawn camp?
Here’s a list of what I can do.
A. Decrease the distance between the zombie spawns and humans.
B. Make the gasses go farther up the beach.
C. Add more spawns.
D. Add more entrances/exits.If you could be more specific on which areas are too spawn campy, please let me know.
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move them up like quite a lot
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Maybe decrease the amount of props? There are a lot of hallways and this could remedy a problem with both teams being bored of attacking the same hallway cade for 2 rounds.
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@binyot said in zs_noxbeach [Release]:
Maybe decrease the amount of props? There are a lot of hallways and this could remedy a problem with both teams being bored of attacking the same hallway cade for 2 rounds.
this one too.
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@raox
Spawn points for the zombies?I can;
A. Cut the distance from the beach to the bunkers.
(Should it be half the distance? 2/3rds the distance?)
B. Have gasses farther up.
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@binyot
Okay. All hallways? Or just any few in particular?
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@fragger
I would say the hallway at the far left side of the map. I didn’t get to see the entire map but that hallway in particular stuck out to me.
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Should I add air vents as an alternative root? I’d prefer keeping them to a minimum due to their slow pacing and the brushes I have to sculpt into.
What I’ve done is drastically cut the beach. I removed practically an entire row of world brushes between the bunker and the shore.
I’m adding more props for cover.
I’d like to make it more exciting for redeemers, other than to have them just immediately get butt fucked if they’re spawned inside the place. So, I’d like to keep the outsides fairly easy to be maneuvrable as a runner.
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Map has been updated.
-Props have been reduced. Too many, too strong.
-Shortened the beach. This isn’t a sunday walk.
-Spawns have been spread.
-Added a vent to the “Control Room.”
-Bunker has a rope now.
-Double door’ed the right entrance.
Discuss this update in the discussions section.
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Change the version number on the map. For each new version the bsp file name must be different from the last.
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@scott will it then be good to go?
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post a direct download link using dropbox rather than only steam workshop link; makes it easier to add it to server and tell different versions apart
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Okay, sounds good.
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https://www.dropbox.com/s/h7h60uylglow6jl/zs_noxbeach_v2.bsp?dl=0
Here’s the BSP file, for Version 2.
@Scott
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Looks better. I’ve added it.