RELEASED: zs_aeolus



  • zs_aeolus

    BSP:

    BZ2:
    http://www.hailaeros.com/miscfiles/zs_aeolus_spaceport.bsp.bz2

    VMF:
    http://www.hailaeros.com/miscfiles/zs_aeolus.vmf

    _Credits go to:

    -My friend Paul Disney for designing the shell of the main area and providing one of his creations as the centerpiece of the map.  You can check out his site http://www.identity4.com/

    -My good friend Draicia, who worked with me on the docking station.

    -A fellow Facepunch member named Svengoli who contributed the curvy floors you see in the map.

    -Zinco for final check, his ascent map for reference and everything else he’s done.

    -Beta testers: JasonGarwood, izak, Zinco, Mucky, Draicia_

    **
    NEW UPDATE!** Upon entering the main area, you’re going to notice 2 rollermines.  Don’t be alarmed as they’re friendly towards you guys.  They like to chase you around and each other.  Have fun with them.  I’ve also set up 2 health dispensers, BUT: they spawn randomly in the map each time.  The hidden spots are a bitch to find, but perhaps if you got those 2 rolling guys up there it might not be so difficult to find them…

    For humans:

    I’ve extended the tram launch time to 80 seconds so people can still get in, as well as set up teleports for any late-joiners.  Here’s how it works: Players join in, make it in, and sit inside the tram.  People who are not in the tram when the doors shut get killed by trigger_hurt which lasts for 1 second, then immediately switches over to trigger_teleport and sends any late joiners to the main area in a safe spot.  People who don’t follow the instructions of being told to sit down, get killed by 4000 units per second of velocity.

    Near the end, there’s a stationary, disabled tram that acts as the zombies’ first spawn point.  They get an open view of the incoming human tram, and have plenty of time to drop down and cause havoc before the human tram docks.  Players are forced to get out within 10 seconds or get locked in and die from trigger_hurt.

    From there, players are free to roam as they please. They can try to stick it out in the open areas down below, or cade right away in the 2 main cade areas.  I’ve provided each cade area with 1 blue shelf and 1 barrel each.  Keeping prop-nailing griefers in mind, I’ve set up 2 additional blue shelves downstairs that players can easily carry up.  The openings for each cade will only be so narrow for a little bit since both sides of the openings can be broken down by zombies to tear apart the opening and barge in.  The sections have massively high health, and by this time players will have gotten Aegis.  There is also a section of glass on each cade that is accessible to fasties, and has reduced health.

    For zombies:

    I’ve set up a spawnkilling-free area, where zombies can choose which area of the map to spawn above.  I’ve provided a holographic representation of the map for quick-browsing before walking onto the color and getting teleported.  From there, they can drop down anywhere on the upper level except inside the cade areas.

    I’m beta-testing this bitch with CS tomorrow, and if all goes well, I’ll post up the .bsp and .vmf for everyone and submit it for entry into the maplist.

    Pics:

    Docking station:

    The main area centerpiece, titled “Mobius”

    The bottom floor:

    Zombie spawn:

    Holographic diagram of the map for assistance:

    Zombie team’s attack area:

    Able to drop down anywhere with a perfect view:

    And look, humans wouldn’t even know you were there!

    Pics of the hidden breakaway-sections:



  • zs_aeolus

    BSP:

    BZ2:
    http://www.hailaeros.com/miscfiles/zs_aeolus_spaceport.bsp.bz2

    VMF:
    http://www.hailaeros.com/miscfiles/zs_aeolus.vmf

    _Credits go to:

    -My friend Paul Disney for designing the shell of the main area and providing one of his creations as the centerpiece of the map.  You can check out his site http://www.identity4.com/

    -My good friend Draicia, who worked with me on the docking station.

    -A fellow Facepunch member named Svengoli who contributed the curvy floors you see in the map.

    -Zinco for final check, his ascent map for reference and everything else he’s done.

    -Beta testers: JasonGarwood, izak, Zinco, Mucky, Draicia_

    **
    NEW UPDATE!** Upon entering the main area, you’re going to notice 2 rollermines.  Don’t be alarmed as they’re friendly towards you guys.  They like to chase you around and each other.  Have fun with them.  I’ve also set up 2 health dispensers, BUT: they spawn randomly in the map each time.  The hidden spots are a bitch to find, but perhaps if you got those 2 rolling guys up there it might not be so difficult to find them…

    For humans:

    I’ve extended the tram launch time to 80 seconds so people can still get in, as well as set up teleports for any late-joiners.  Here’s how it works: Players join in, make it in, and sit inside the tram.  People who are not in the tram when the doors shut get killed by trigger_hurt which lasts for 1 second, then immediately switches over to trigger_teleport and sends any late joiners to the main area in a safe spot.  People who don’t follow the instructions of being told to sit down, get killed by 4000 units per second of velocity.

    Near the end, there’s a stationary, disabled tram that acts as the zombies’ first spawn point.  They get an open view of the incoming human tram, and have plenty of time to drop down and cause havoc before the human tram docks.  Players are forced to get out within 10 seconds or get locked in and die from trigger_hurt.

    From there, players are free to roam as they please. They can try to stick it out in the open areas down below, or cade right away in the 2 main cade areas.  I’ve provided each cade area with 1 blue shelf and 1 barrel each.  Keeping prop-nailing griefers in mind, I’ve set up 2 additional blue shelves downstairs that players can easily carry up.  The openings for each cade will only be so narrow for a little bit since both sides of the openings can be broken down by zombies to tear apart the opening and barge in.  The sections have massively high health, and by this time players will have gotten Aegis.  There is also a section of glass on each cade that is accessible to fasties, and has reduced health.

    For zombies:

    I’ve set up a spawnkilling-free area, where zombies can choose which area of the map to spawn above.  I’ve provided a holographic representation of the map for quick-browsing before walking onto the color and getting teleported.  From there, they can drop down anywhere on the upper level except inside the cade areas.

    I’m beta-testing this bitch with CS tomorrow, and if all goes well, I’ll post up the .bsp and .vmf for everyone and submit it for entry into the maplist.

    Pics:

    Docking station:

    The main area centerpiece, titled “Mobius”

    The bottom floor:

    Zombie spawn:

    Holographic diagram of the map for assistance:

    Zombie team’s attack area:

    Able to drop down anywhere with a perfect view:

    And look, humans wouldn’t even know you were there!

    Pics of the hidden breakaway-sections:



  • Is dat sum portal I see?



  • No, you SILLY BILLY.

    Also, expect cheesy airport music to echo over the loudspeakers while you’re being raped by zombie herds.



  • Looks like something you’d see in TF2.



  • Strange, Irregular and unfitting.

    I fucking love it except for the DEV textures. Also make place for Humans to drag props around most of the shit seems like static props which wont make good use of the new system. Other than that nice to see some changes in the maps.



  • Going to have to be a bit darker.



  • I don’t mind the colors, but I have a bad feeling about big open areas. The biggest you can really go for is a basketball court sized area before hitting a landmark.



  • I love fucking up clean areas :D

    Before and After scenes XD

    Could you change the restroom sinks so they look clean?



  • Don’t worry guys, Dev textures are just placeholders.

    Benjy, no.

    Eisiger, like I said, that big huge open area actually has several hidden passageways in which the zombies can see out of, while humans can’t.  It’s a good reminder to those humans to keep moving around.

    Rubs, yeah I can do that for you.  I’ll try to clean up some of the HL2 textures so they don’t look like they have shit smeared all over them in a nice public area.

    Also, the reflective floor has 1 or 2 problems reflecting properly in a few spots, but it’s nothing that affects gameplay and also doesn’t distract at all.



  • WOW, this map looks fucking sweet! keep the dev textures or change to something with a similarity of futuristic. Nice cubemaps



  • @Little:

    But as time goes on they will have to move upwards using the elevators.  I’ve tried to make them as idiot proof as possible, but I know people are just going to stand there on the edge while func_movelinear crushes them.

    You had BETTER make sure that the elevator is not jammable. I’ve had it up to here with elevator maps (only exception is ziggurat whose elevator is not even supposed to be ridden.



  • dont use a func move linear there may be another way. brb checking hl2’s elevator settings



  • I’m not worried about giving humans foot room, it’s that having too much space and being a slow ass zombie is very tiring, especially when you’re being timed.

    Zombies also gain the advantage to sneak up through water fountains as well.

    and kudos to that



  • @CS:

    You had BETTER make sure that the elevator is not jammable. I’ve had it up to here with elevator maps (only exception is ziggurat whose elevator is not even supposed to be ridden.

    Players dumb enough to even try will be crushed, and also any props in the way will simply be destroyed.  No worries.  I just don’t want it to be a huge slaughter of players in the elevators like ziggurat at the beginning of the round.  There’s always at least 4 or 5 deaths from func_movelinear alone.



  • dude this is very nice. make sure you give the humans props to barricade with.



  • if you need custom textures pm me. i know almost every texture keyvalue there is



  • If you want to take a shot at cleaning up the sink textures go for it.  Just a nice swirled pearl white should do, with a glossy reflection of like .6 .6 .6



  • only brush textures m8  ;)



  • reflections: low FPS…


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