[RELEASE] zs_checkpoint_b4



  • Loads of updates that should address some of the problems with this map.

    • Cannon now has 30s wait time after activating
    • Cannon overheats after 3 4 mins stopping people from humping it (with fire)
    • Cores are now unbreakable by zombies (i think)
    • Map is better sealed to stop cores being flung out, also vphys clip by zombie spawn to stop them rolling in there
    • Zombies spawn pushed back 10m to allow people more space to fight
    • Lit up the tunnel better
    • HOPEFULLY fixed the oil derrik. You still stick to it, but it has high friction so you can run off the edge and get to the core
    • Added misc props in the tunnel to slow down zombies
    • Narrowed the doorway to the control room for easier cading
    • Moved the keycard spawning forward to wave 3 end of wave 3. You can use the cards to unlock the extra health and weapons.
    • Added a zs_message that tells people to go get cores if they are hanging around the cannon when it is not active
    • Added extra messages during wave 1 to remind people what to do
    • Added pictures to the generators and shells showing what goes where.
    • Misc other changes i forgot about

    moar!

    • Fixed the exploit allowing people to get hp from the charger through the cracks in the fence
    • Changed the material of the cores and shells to stop teamkilling. It will probably still happen with other physboxes, sorry!
    • Cores and shells should now be invincible.
    • Added a fuckton of tips telling people eg. that a door wont work without a core etc.
    • Widened the door to the underground room with a window and pipes.
    • Moved the pipe in that room up to stop skycading
    • Door controls have 3000 hp

    ~~BSP: http://rapidshare.com/files/293404004/zs_checkpoint_b4.bsp (28Mb)
    ~~

    BSP: http://rapidshare.com/files/293914054/zs_checkpoint_b4.bsp (28Mb)



  • Loads of updates that should address some of the problems with this map.

    • Cannon now has 30s wait time after activating
    • Cannon overheats after 3 4 mins stopping people from humping it (with fire)
    • Cores are now unbreakable by zombies (i think)
    • Map is better sealed to stop cores being flung out, also vphys clip by zombie spawn to stop them rolling in there
    • Zombies spawn pushed back 10m to allow people more space to fight
    • Lit up the tunnel better
    • HOPEFULLY fixed the oil derrik. You still stick to it, but it has high friction so you can run off the edge and get to the core
    • Added misc props in the tunnel to slow down zombies
    • Narrowed the doorway to the control room for easier cading
    • Moved the keycard spawning forward to wave 3 end of wave 3. You can use the cards to unlock the extra health and weapons.
    • Added a zs_message that tells people to go get cores if they are hanging around the cannon when it is not active
    • Added extra messages during wave 1 to remind people what to do
    • Added pictures to the generators and shells showing what goes where.
    • Misc other changes i forgot about

    moar!

    • Fixed the exploit allowing people to get hp from the charger through the cracks in the fence
    • Changed the material of the cores and shells to stop teamkilling. It will probably still happen with other physboxes, sorry!
    • Cores and shells should now be invincible.
    • Added a fuckton of tips telling people eg. that a door wont work without a core etc.
    • Widened the door to the underground room with a window and pipes.
    • Moved the pipe in that room up to stop skycading
    • Door controls have 3000 hp

    ~~BSP: http://rapidshare.com/files/293404004/zs_checkpoint_b4.bsp (28Mb)
    ~~

    BSP: http://rapidshare.com/files/293914054/zs_checkpoint_b4.bsp (28Mb)



  • lol you got unmuted



  • bump



  • Yeah pretty much.
    I cba to upload to megaupload or god knows what when i have an RS account and i can do it there.
    Honestly it’s not even a big file.



  • Map sucks now contemplating removing it.


  • Banned

    You are kidding right?



  • too many preset items?



  • Suffers from “only one good place to hide” syndrome.



  • Only played it a few times, but I liked it overall, much more than reactor15. 
    Players should just ignore the laser cannon since it serves little use. Unfortunately, people always fall to the last resort room early.  I have yet to use either the medical of armory keycard but I like the concept.  Zombies don’t have any annoying difficulties so its fun for them as well.



  • Yeah, it’s too simple at the moment. One designated cade room = meh.


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