Released: ZS_Testchamber_RC1



  • The utmost thanks go to Kris for packing all the content in the map. It was much harder to do than previously anticipated. Hence the delay. Without him this would have been impossible.

    Special thanks also goes to Zinco for his input.

    The map is labelled RC1 just in case there are still some bugs that didn’t get worked out.

    Changelog:

    • Packed in all portal content. This should fix crashing.

      • Added scattered hammers on 1st floor
      • Added scattered health vials on 2nd floor
      • Added an additional 2 health dispensers on the 3rd floor
      • Added text indicators over the ammo crates
      • Added text message informing players when level 2 and 3 open.
      • Added a cubby on the 3rd floor that can be useful for aegis
      • Fixed alarm being retriggered when infliction was above 50%
      • Fixed refractive glass textures
      • Fixed some texture misalignments
      • Narrowed the hallway from zspawn from 8 tiles to 6 tiles wide
      • Removed Gun Dispenser
      • Removed some portal props to reduce pak size
      • Removed orange light texture underneath level 1 stairs to stop the light from bleeding

      Download Here



  • The utmost thanks go to Kris for packing all the content in the map. It was much harder to do than previously anticipated. Hence the delay. Without him this would have been impossible.

    Special thanks also goes to Zinco for his input.

    The map is labelled RC1 just in case there are still some bugs that didn’t get worked out.

    Changelog:

    • Packed in all portal content. This should fix crashing.

      • Added scattered hammers on 1st floor
      • Added scattered health vials on 2nd floor
      • Added an additional 2 health dispensers on the 3rd floor
      • Added text indicators over the ammo crates
      • Added text message informing players when level 2 and 3 open.
      • Added a cubby on the 3rd floor that can be useful for aegis
      • Fixed alarm being retriggered when infliction was above 50%
      • Fixed refractive glass textures
      • Fixed some texture misalignments
      • Narrowed the hallway from zspawn from 8 tiles to 6 tiles wide
      • Removed Gun Dispenser
      • Removed some portal props to reduce pak size
      • Removed orange light texture underneath level 1 stairs to stop the light from bleeding

      Download Here



  • Great, finally free from Pink&Black Checkered textures.


  • Banned

    Get portal.



  • Special thanks also goes to Zinco for his input.

    lol



  • :link:



  • I’m gonna kill that fucking ambient_generic. So much for checking “TRIGGER ONCE”



  • This map is next to go, same for any map who’s sole purpose is to increase win / loss ratios.



  • Too bad it’s harder to win than a generic house map.



  • Once the cade breaks in the map, it all goes downhill for humans.



  • It’s sole purpose is to be fun…

    I find this map pretty fun.


  • Banned

    Sooo… what’s the point even count survivals if we’re just going to remove every map where is possible to survive?

    @Rexen:

    Once the cade breaks in the map, it all goes downhill for humans.

    Also true.



  • @Rexen:

    Once the cade breaks in the map, it all goes downhill for humans.

    Isn’t this true for EVERY map?



  • Goods:
    -Ammo opens very late.
    -Ammo is low and fairly easy for zombies to defend.

    Bads:

    • The beggining is extremely boring. The few starting zombies often quit.
    • 4 hp chargers is ridiculous, 2 tops.

    Suggestions:

    • Remove 2 health chargers.
    • Have the starting baricade props randomly spawns from several palletes, requiring some careful planning how to nail them.  Something like (2 shelfs,4 barrels) or maybe (1 shelf,1 lamp, 1 sofa, 1 chair) such that every match starts differently.
    • Double the Zombie gases (stack them) so strategic zombies can heal faster after wasting some players ammo.
    • Make it so players can only pick up 1 weapon so they don’t hoard the hammers (not implemented yet, but good to have it anyways)
    • Maybe remove a hammer since they can be bought now.


  • From playing this map, it seems that the ammo crates open on half-life.


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