[RELEASED] = Map pack 7 (christmas edition) (15 maps)



  • Map pack 7 is out at last.

    What the pack includes:

    Fixed/converted:

    • zs_abandoned_motel_final
    • zs_boohouse
    • zs_equilibre
    • zs_forgotten_town
    • zs_hauntedbayou
    • zs_houseruins_final
    • zs_livehouse
    • zs_nasty_hq_final
    • zs_school_v2
    • zs_subversive_part4_fix2
    • zs_thevillage_final
    • zs_urbandecay_final
    • zs_xmas_lodge
    • zs_zerbes_corruption

    server map status:
    lime green = perfect
    green: good, very minor problems or lua edited
    yellow: minor problems, or harmful lua edit done. may be fixed.
    orange: serious problems, will be fixed soon.
    Red: rejected or removed
    White: not tested on the server yet
    found:

    • cs_robinson_fade

    Download link:

    Megaupload
    Filesmelt


    Screenshots:

    cs_robinson_fade

    zs_abandoned_motel_final

    zs_boohouse

    zs_equilibre

    zs_forgotten_town

    zs_hauntedbayou

    zs_houseruins_final

    zs_livehouse

    zs_nasty_hq_final

    zs_school_v2

    zs_subversive_part4_fix2

    zs_thevillage_final

    zs_urbandecay_final

    zs_xmas_lodge

    zs_zerbes_corruption


    Changelog:

    zs_equilibre from dm_equilibre (conversion and fix)

    • changed water hurt system. any human going in the water will take 2 damage per half second. Zombies do not get hurt (in fact the Z spawns are in the water).
    • deleted health chargers, suit chargers, all weapons and ammo, batteries, vials and health kits
    • added zombie and human spawns. Human spawns are scattered here and there, zombie spawns are generally in 4 areas of the map
    • func_detail optimisation
    • fixed misplaced water textures on small brushes that were causing hammer to fail
    • increased fog to increase fps
    • changed all func_lod to func_detail due to them being a major cause of lag
    • otimised prop fade distance
    • added more ladders on the wooden bridges near the water to make it easier for the zombies to get up and kill

    zs_xmas_lodge from xmas_lodge (conversion)

    • made lots of props mobile
    • fixed ladders
    • func_detail optimisation
    • added partially concealed SMG1 ammo crate in small warehouse outside due to highly rapey nature of the map
    • changed CT and T spawns into Z spawns
    • added human spawns to house
    • pakratted CSS stuff so everyone can enjoy christmas!
    • fixed lighting damage caused by vmex (outside is still too dark but I can’t seem to be able to fix that. Maybe its a good thing since it will help keep people inside.)

    zs_school_v2 from zs_school (fix)

    • changed back to daytime
    • removed prop_door_rotating that was causing trouble
    • removed stairs leading to nothing
    • added 3 blue shelves to the lower floors to further encourage barricading on those levels.
    • the prop doors nerfing the top floor hallway has been replaced with neko’s physbox doors filtered with shithole’s filter.
    • pencil knife is back

    zs_abandoned_motel_final from zs_abandoned_motel_opt3 (fix)

    • slightly more optimised
    • no more zinco sign
    • no more flickering lights
    • no more half-made stairs
    • no more frozen doors
    • patched an out of map exploit
    • added a partially concealed AR2 ammo crate into the shed surrounded by zombie spawns.

    zs_houseruins_final from zs_houseruins (fix)

    • lots of batteries added
    • filtered func_breakbles added to the windows
    • added some blue shelves
    • moved the cargo crate right next to z spawn and added a 357 ammo crate in it. should be a perfect death trap.
    • Greatly optimised using hint brushes and func_detail
    • no more zinco sign

    zs_forgotten_town from zm_forgotten_town (conversion and fix)

    • changed spawn points
    • patched possible clip issues with roofs
    • got rid of all underground sections of the map
    • pakratted CSS stuff
    • changed skybox environment from daytime to afternoon.
    • removed func_doors

    zs_zerbes_corruption from zm_zerbes_corruption (conversion and fix)

    • replaced model textures
    • deleted secret room & teleporter
    • massive func_Detail optimisation
    • removed 2 ladders and fixed 1
    • a few func_breakables have been filtered
    • clips cover the map to prevent exploiting
    • changed from daytime to night (imashouse)
    • a few various tweaks

    zs_nasty_hq_final from zs_nasty_headquarters (fix)

    • removed zinco sign
    • replaced bullseyes with fires (solves an issue with model brushes and solves the issue with trapped crows)
    • patched a potential exploit that could be used to overload the server and crash it
    • placed an xbowbolt ammo crate directly behind zombie spawn
    • fixed some lighting issues caused by vmex
    • removed all point_spotlights to get rid of the lag brought on by fixing the lighting and removed the light off switch for the same reason.

    zs_urbandecay_final from zs_urbandecay_v3 (fix)

    • sealed all exploits
    • fixed lighting
    • got rid of all health vials, health kits, and all ammo related stuff. The batteries and the HP chargers remain.
    • got rid of the func_precipitation due to terrible brushwork
    • added an AR2 crate in the zombie spawn. it dies when the first wave starts.
    • got rid of the prop blockage that made it very difficult to get to the 2nd floor of the open building.
    • got rid of the spotlights to increase fps, especially around the open building
    • get rid of the elevator
    • a few other tweaks

    zs_boohouse from de_boohouse (conversion and fix)

    • removed all secret rooms and all entities related to them
    • removed the floor trap for a multitude of reasons
    • removed all func_door_rotating from the map (the func_door entities remain, in fact most of the scary elements depend on func_door to work)
    • fixed all lighting issues caused by vmex
    • Made some props mobile, most of the lamps remain immobile due to active light source effects
    • added an SMG ammo crate just outside the entrance to the zombie spawn that dies when the first wave starts
    • all CSS content has been pakratted!
    • massive amounts of func_Detail optimisation
    • added zombiegasses and a filtered trigger_push to the zombie spawn entrance to prevent any sort of spawncamping
    • added a hidden aegis
    • added 2 hammers scattered around the map
    • HDR

    zs_livehouse from de_livehouse (conversion)

    • massive amounts of func_detail optimisation
    • fixed lighting being broken by vmex
    • fixed awkward hint brushes…… at least nipper actually did try to optimise this map.
    • made some props mobile
    • Pakratted all CSS textures!
    • added some blue shelves
    • added a SMG crate inside the zombie spawn. it dies when wave 1 starts.
    • HDR
    • added 2 hammers scattered around the map
    • changed custom CSS bomb activation sounds into logic_winlose sounds (note: this doesnt override the music played when you win or lose, its complimentary)

    zs_thevillage_final from zs_thevillage (fix)

    • fixed all lighting issues, the inside of the shed looks so much better now
    • changed skybox to dzm_ (foggy night)
    • made the physbox door to the sheld vulnerable and openable so that humans can go in and out with ease
    • humans now spawn outside so that they can choose where to barricade
    • there is now an SMG ammo crate lurking in the water beneath the zombie spawns.
    • all windows are now breakable, and are covered with filtered func_breakable planks (pre built cades)
    • a hammer and a blue shelf prop added into each building
    • zombie spawns are now in the water, rather than on the water surface
    • the fence wall facing the zombie spawn has been removed to prevent spawncamp faggotry.
    • added various lights outside to comensate for the new darkness.
    • added warning decals to the elevator and pointed a light onto them
    • changed water texture
    • changed ladder from HL2 type to CSS type to prevent fastie ladder glitching and because it works better on this map
    • added a lot of details to the shed.
    • deleted health charger
    • sealed hole in shed roof to make up for deleted health charger (fasties can break through all the windows anyway)

    zs_hauntedbayou from zs_hauntedbayou_v1 (fix)

    • custom self-made skybox added.
    • filtered func_breakable boards cover all windows and non-entrance doors
    • added water bridges from equilibre! much more shallow though.
    • improved lightning slightly
    • added filtered trigger hurt in the water
    • human spawns are now in the two large houses
    • zombie spawns are now in the bayou
    • deleted attic and entrances to it
    • change func doors into physbox doors
    • deleted pointless displacements that had nodraw surfaces
    • fixed fog
    • added a 357 ammo crate in the most remote area of the map. it dies when wave 2 starts

    zs_subversive_part4_fix2 from zs_subversive_part4_fix (fix)

    • patched an exploit


  • Map pack 7 is out at last.

    What the pack includes:

    Fixed/converted:

    • zs_abandoned_motel_final
    • zs_boohouse
    • zs_equilibre
    • zs_forgotten_town
    • zs_hauntedbayou
    • zs_houseruins_final
    • zs_livehouse
    • zs_nasty_hq_final
    • zs_school_v2
    • zs_subversive_part4_fix2
    • zs_thevillage_final
    • zs_urbandecay_final
    • zs_xmas_lodge
    • zs_zerbes_corruption

    server map status:
    lime green = perfect
    green: good, very minor problems or lua edited
    yellow: minor problems, or harmful lua edit done. may be fixed.
    orange: serious problems, will be fixed soon.
    Red: rejected or removed
    White: not tested on the server yet
    found:

    • cs_robinson_fade

    Download link:

    Megaupload
    Filesmelt


    Screenshots:

    cs_robinson_fade

    zs_abandoned_motel_final

    zs_boohouse

    zs_equilibre

    zs_forgotten_town

    zs_hauntedbayou

    zs_houseruins_final

    zs_livehouse

    zs_nasty_hq_final

    zs_school_v2

    zs_subversive_part4_fix2

    zs_thevillage_final

    zs_urbandecay_final

    zs_xmas_lodge

    zs_zerbes_corruption


    Changelog:

    zs_equilibre from dm_equilibre (conversion and fix)

    • changed water hurt system. any human going in the water will take 2 damage per half second. Zombies do not get hurt (in fact the Z spawns are in the water).
    • deleted health chargers, suit chargers, all weapons and ammo, batteries, vials and health kits
    • added zombie and human spawns. Human spawns are scattered here and there, zombie spawns are generally in 4 areas of the map
    • func_detail optimisation
    • fixed misplaced water textures on small brushes that were causing hammer to fail
    • increased fog to increase fps
    • changed all func_lod to func_detail due to them being a major cause of lag
    • otimised prop fade distance
    • added more ladders on the wooden bridges near the water to make it easier for the zombies to get up and kill

    zs_xmas_lodge from xmas_lodge (conversion)

    • made lots of props mobile
    • fixed ladders
    • func_detail optimisation
    • added partially concealed SMG1 ammo crate in small warehouse outside due to highly rapey nature of the map
    • changed CT and T spawns into Z spawns
    • added human spawns to house
    • pakratted CSS stuff so everyone can enjoy christmas!
    • fixed lighting damage caused by vmex (outside is still too dark but I can’t seem to be able to fix that. Maybe its a good thing since it will help keep people inside.)

    zs_school_v2 from zs_school (fix)

    • changed back to daytime
    • removed prop_door_rotating that was causing trouble
    • removed stairs leading to nothing
    • added 3 blue shelves to the lower floors to further encourage barricading on those levels.
    • the prop doors nerfing the top floor hallway has been replaced with neko’s physbox doors filtered with shithole’s filter.
    • pencil knife is back

    zs_abandoned_motel_final from zs_abandoned_motel_opt3 (fix)

    • slightly more optimised
    • no more zinco sign
    • no more flickering lights
    • no more half-made stairs
    • no more frozen doors
    • patched an out of map exploit
    • added a partially concealed AR2 ammo crate into the shed surrounded by zombie spawns.

    zs_houseruins_final from zs_houseruins (fix)

    • lots of batteries added
    • filtered func_breakbles added to the windows
    • added some blue shelves
    • moved the cargo crate right next to z spawn and added a 357 ammo crate in it. should be a perfect death trap.
    • Greatly optimised using hint brushes and func_detail
    • no more zinco sign

    zs_forgotten_town from zm_forgotten_town (conversion and fix)

    • changed spawn points
    • patched possible clip issues with roofs
    • got rid of all underground sections of the map
    • pakratted CSS stuff
    • changed skybox environment from daytime to afternoon.
    • removed func_doors

    zs_zerbes_corruption from zm_zerbes_corruption (conversion and fix)

    • replaced model textures
    • deleted secret room & teleporter
    • massive func_Detail optimisation
    • removed 2 ladders and fixed 1
    • a few func_breakables have been filtered
    • clips cover the map to prevent exploiting
    • changed from daytime to night (imashouse)
    • a few various tweaks

    zs_nasty_hq_final from zs_nasty_headquarters (fix)

    • removed zinco sign
    • replaced bullseyes with fires (solves an issue with model brushes and solves the issue with trapped crows)
    • patched a potential exploit that could be used to overload the server and crash it
    • placed an xbowbolt ammo crate directly behind zombie spawn
    • fixed some lighting issues caused by vmex
    • removed all point_spotlights to get rid of the lag brought on by fixing the lighting and removed the light off switch for the same reason.

    zs_urbandecay_final from zs_urbandecay_v3 (fix)

    • sealed all exploits
    • fixed lighting
    • got rid of all health vials, health kits, and all ammo related stuff. The batteries and the HP chargers remain.
    • got rid of the func_precipitation due to terrible brushwork
    • added an AR2 crate in the zombie spawn. it dies when the first wave starts.
    • got rid of the prop blockage that made it very difficult to get to the 2nd floor of the open building.
    • got rid of the spotlights to increase fps, especially around the open building
    • get rid of the elevator
    • a few other tweaks

    zs_boohouse from de_boohouse (conversion and fix)

    • removed all secret rooms and all entities related to them
    • removed the floor trap for a multitude of reasons
    • removed all func_door_rotating from the map (the func_door entities remain, in fact most of the scary elements depend on func_door to work)
    • fixed all lighting issues caused by vmex
    • Made some props mobile, most of the lamps remain immobile due to active light source effects
    • added an SMG ammo crate just outside the entrance to the zombie spawn that dies when the first wave starts
    • all CSS content has been pakratted!
    • massive amounts of func_Detail optimisation
    • added zombiegasses and a filtered trigger_push to the zombie spawn entrance to prevent any sort of spawncamping
    • added a hidden aegis
    • added 2 hammers scattered around the map
    • HDR

    zs_livehouse from de_livehouse (conversion)

    • massive amounts of func_detail optimisation
    • fixed lighting being broken by vmex
    • fixed awkward hint brushes…… at least nipper actually did try to optimise this map.
    • made some props mobile
    • Pakratted all CSS textures!
    • added some blue shelves
    • added a SMG crate inside the zombie spawn. it dies when wave 1 starts.
    • HDR
    • added 2 hammers scattered around the map
    • changed custom CSS bomb activation sounds into logic_winlose sounds (note: this doesnt override the music played when you win or lose, its complimentary)

    zs_thevillage_final from zs_thevillage (fix)

    • fixed all lighting issues, the inside of the shed looks so much better now
    • changed skybox to dzm_ (foggy night)
    • made the physbox door to the sheld vulnerable and openable so that humans can go in and out with ease
    • humans now spawn outside so that they can choose where to barricade
    • there is now an SMG ammo crate lurking in the water beneath the zombie spawns.
    • all windows are now breakable, and are covered with filtered func_breakable planks (pre built cades)
    • a hammer and a blue shelf prop added into each building
    • zombie spawns are now in the water, rather than on the water surface
    • the fence wall facing the zombie spawn has been removed to prevent spawncamp faggotry.
    • added various lights outside to comensate for the new darkness.
    • added warning decals to the elevator and pointed a light onto them
    • changed water texture
    • changed ladder from HL2 type to CSS type to prevent fastie ladder glitching and because it works better on this map
    • added a lot of details to the shed.
    • deleted health charger
    • sealed hole in shed roof to make up for deleted health charger (fasties can break through all the windows anyway)

    zs_hauntedbayou from zs_hauntedbayou_v1 (fix)

    • custom self-made skybox added.
    • filtered func_breakable boards cover all windows and non-entrance doors
    • added water bridges from equilibre! much more shallow though.
    • improved lightning slightly
    • added filtered trigger hurt in the water
    • human spawns are now in the two large houses
    • zombie spawns are now in the bayou
    • deleted attic and entrances to it
    • change func doors into physbox doors
    • deleted pointless displacements that had nodraw surfaces
    • fixed fog
    • added a 357 ammo crate in the most remote area of the map. it dies when wave 2 starts

    zs_subversive_part4_fix2 from zs_subversive_part4_fix (fix)

    • patched an exploit


  • A fireforest with more than 20 fps sounds great.



  • Haven’t you said “I’m done with mapping” like 4 times already?



  • I’m not playing any of the maps you fix.



  • zs_rapeshed

    what

    Edit: i have a baaaaad feeling from just that name



  • rofl tughut



  • Edit: i have a baaaaad feeling from just that name

    rapiest rape map of all time. windows everywhere, practically nowhere is truly safe. An evil sadistic narrator who loves toying with the humans. I was going to have it done in my third pack but I got some problems that delayed me.

    OH NO



  • Phew, you had me wo- HOW LONG ARE THE WAVES



  • That’s fucking stupid. Make it win on wave 3’s END.



  • Make your own map.



  • Hey zinco, make a zs_clocktown



  • rapeshed was a better name.



  • I honestly have no idea how that happened.



  • fucking rofl



  • Ooh, ooh, which ones?



  • Just use the “private” key in the point_zsmessage, and it will only show the message to the activator. That is how the hints in checkpoint are done.



  • yes

    OnStartTouch send a message to the private zs_message.



  • -snap-



  • Shut the fuck up already.


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