[RELEASED] zs_lost_coast_house_v2




  • Fixes / changes:

    • Less rapey

      • Added playerclip to the eaves so zombies have to pass from the stairs to go at the upper floor
      • Added a healthcharger at the lowest floor
      • Added a SMG ammo crate under the stairs
    • Generally the framerate is the same, but the minimum has been increased

    • Added a tremor when the other house collapses

    • Adjusted initial music and the house collapsing trigger with logic_wavestarts (I hope they will work, I can’t test them)

    • Added a trigger_push on the zombie spawn door, to prevent players spawncade

    • Optimized water and road texture cubemaps

    • Optimized HDR lighting




  • Fixes / changes:

    • Less rapey

      • Added playerclip to the eaves so zombies have to pass from the stairs to go at the upper floor
      • Added a healthcharger at the lowest floor
      • Added a SMG ammo crate under the stairs
    • Generally the framerate is the same, but the minimum has been increased

    • Added a tremor when the other house collapses

    • Adjusted initial music and the house collapsing trigger with logic_wavestarts (I hope they will work, I can’t test them)

    • Added a trigger_push on the zombie spawn door, to prevent players spawncade

    • Optimized water and road texture cubemaps

    • Optimized HDR lighting



  • Yes.



  • Did you fix the death garage door?



  • To accomplish what?



  • Because it’s intentional doesn’t mean it’s a good idea.



  • It’s not intentional but I also didn’t take care of that. I can’t do anything if you are dumb at the point to get killed by the door.



  • How bout that single hallway spawn where everyone just stands there and gets spawn camped?



  • Couldn’t the zombies come from the street or something?



  • Yes, but then building the skybox would be pretty hard because on the seaside the visual field is nearly endless.



  • Banal and bad solution


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