[RELEASED] map pack 7.5



  • Map pack 7.5 is out

    the pack includes:

    • zs_livehouse_final (patch for map currently on server)
    • zs_hauntedbayou_final (patch for map currently on server)
    • zs_thevillage_final_opt (patch for map currently on server)
    • zs_forestofthedamned_2010 (major facelift and gameplay improvements for map currently on server)
    • cs_bulletheory (new found map)

    Download link

    Megaupload
    Filesmelt


    Screenshots:
    (screenshots for livehouse, thevillage, and hauntedbayou not included since they look relatively the same)

    zs_forestofthedamned_2010

    cs_bulletheory

    Changelog:

    zs_livehouse_final from zs_livehouse:

    • removed the smg crate
    • stopped the func_door_rotatings from killing everyone, made them all non-collide
    • fixed ambient sounds not working
    • fixed some broken triggers
    • raise the volume of some sounds
    • patched a potential exploit
    • other aesthetical tweaks here and there

    zs_thevillage_final_opt from zs_thevillage_final:

    • placed the world brushes on grid so that the map could be optimised with hint brushes
    • set prop fade distances for the interior props to increase framerate
    • removed the pointless fog
    • round ends immediately after the 5th wave is over (I did this rather than add 2 health chargers)

    zs_hauntedbayou_final from zs_hauntedbayou

    • removed the zombie spawns between the bridges
    • removed the logic wave entity that was making the ammo crate vanish (ammo crate still exists)
    • added a playerclip on the roofs to prevent exploiting
    • changed water damage model. it is now a filtered waterydeath brush
    • made the lamps mobile to greatly improve gameplay (this does come at the expense of lights looking weird as they remain stationary but humans could break them anyway regardless of whether they were frozen or not since all prop_physics in ZS are now breakable)
    • lowered the trigger_waterydeath by a few units

    zs_forestofthedamned_2010 from zs_forestofthedamned_final:

    • added a self-made custom skybox to replace the fugly sky_day01_09 skybox
    • changed all the lights on the map from light_dynamic to light (yeah, thats right, all of the lights were light dynamic. fixing this should drastically boost the framerate of the map)
    • tidied up the map as it contains a lot of useless non functional point entities.
    • redid the spawn points
    • filtered func_breakables
    • fixed some cuts in the brushwork
    • added filtered func_breakables to all the windows on the first floor.
    • Replaced the bathroom prop door with a physbox door.
    • lots of details added to the kitchen, living room, and bathroom
    • lots of batteries added
    • health vials turned into batteries
    • optimised the map with hint brushes
    • lots of tweaks here and there


  • Map pack 7.5 is out

    the pack includes:

    • zs_livehouse_final (patch for map currently on server)
    • zs_hauntedbayou_final (patch for map currently on server)
    • zs_thevillage_final_opt (patch for map currently on server)
    • zs_forestofthedamned_2010 (major facelift and gameplay improvements for map currently on server)
    • cs_bulletheory (new found map)

    Download link

    Megaupload
    Filesmelt


    Screenshots:
    (screenshots for livehouse, thevillage, and hauntedbayou not included since they look relatively the same)

    zs_forestofthedamned_2010

    cs_bulletheory

    Changelog:

    zs_livehouse_final from zs_livehouse:

    • removed the smg crate
    • stopped the func_door_rotatings from killing everyone, made them all non-collide
    • fixed ambient sounds not working
    • fixed some broken triggers
    • raise the volume of some sounds
    • patched a potential exploit
    • other aesthetical tweaks here and there

    zs_thevillage_final_opt from zs_thevillage_final:

    • placed the world brushes on grid so that the map could be optimised with hint brushes
    • set prop fade distances for the interior props to increase framerate
    • removed the pointless fog
    • round ends immediately after the 5th wave is over (I did this rather than add 2 health chargers)

    zs_hauntedbayou_final from zs_hauntedbayou

    • removed the zombie spawns between the bridges
    • removed the logic wave entity that was making the ammo crate vanish (ammo crate still exists)
    • added a playerclip on the roofs to prevent exploiting
    • changed water damage model. it is now a filtered waterydeath brush
    • made the lamps mobile to greatly improve gameplay (this does come at the expense of lights looking weird as they remain stationary but humans could break them anyway regardless of whether they were frozen or not since all prop_physics in ZS are now breakable)
    • lowered the trigger_waterydeath by a few units

    zs_forestofthedamned_2010 from zs_forestofthedamned_final:

    • added a self-made custom skybox to replace the fugly sky_day01_09 skybox
    • changed all the lights on the map from light_dynamic to light (yeah, thats right, all of the lights were light dynamic. fixing this should drastically boost the framerate of the map)
    • tidied up the map as it contains a lot of useless non functional point entities.
    • redid the spawn points
    • filtered func_breakables
    • fixed some cuts in the brushwork
    • added filtered func_breakables to all the windows on the first floor.
    • Replaced the bathroom prop door with a physbox door.
    • lots of details added to the kitchen, living room, and bathroom
    • lots of batteries added
    • health vials turned into batteries
    • optimised the map with hint brushes
    • lots of tweaks here and there


  • I THOUGHT YOU QUIT FOREVER



  • I could’ve sworn your personal text was “Retired from mapping” when I visited the forums, yesterday.



  • He already retired from mapping like 10 times already



  • raunchiesthouse? or whatever the default server map is



  • Is it abandonned motel (the one that AlexG hates)?



  • wtf



  • I don’t believe anyone actually cares.
    Other than idiots.



  • @Typhon:

    […]
    Other than idiots.





  • I hate the skybox vs fog effect, so thanks for fixing that. The house looks much nicer, as well.

    But what about gameplay. :O oh it’s a facelift. I thought you might’ve added the basement back in with an extra entrance.



  • Call me dumb but what do you mean with “Joo and Hell-met for letting me use them as a notepad”



  • copying and pasting things in steam chat so you don’t lose them


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