[RELEASED] Spring map pack (Map pack 12)



  • OK, due to the fact that all found maps that I found this week and last week failed (with one exception) the map pack is being released slightly early.

    Download link:
    Filesmelt: http://filesmelt.com/dl/spring_map_pack.rar
    Megaupload: http://www.megaupload.com/?d=LTOZJQWR

    –--------------------
    Fixed/converted maps

    I present you with:

    zs_deathhouse

    zs_deathouse is a edit/fix for a house map I found on garrysmod.org It’s a HL2 prefab but I think its general lack of rooms and small windows will produce some interesting gameplay.

    • renamed from “zs_deadhouse_b1” due to duplicate name issues with 3 other maps (cs_deadhouse, zs_deadhouse_b4, and zs_deadhouse, all of which are different maps)
    • removed HDR
    • fixed issues caused by prefab
    • replaced model textures for world brushes
    • added filtered func_breakables to the hole in the roof and the hole in the wall.

    zs_equilibre_v2

    zs_equilibre v2 is a patch that resolves issues in zs_equilibre such as the house/displacement exploit, and the zombiegasses on the bridges as well as increasing framerate by 25%

    • fixed zombie spawns
    • patched exploit camp spot
    • made map slightly less laggy (water_lod_control)
    • fixed a displacement glitch (minor visual bug)
    • changed damage amount of water from 2 to 1. (All I want is to prevent humans from camping the water, not kill them if they somehow fall in)
    • changed fox max from 1700 to 1550

    zs_highschool

    zs_highschool is a complete conversion of zm_tx_highschoolbeta7 that adds in a light_env, a night time skybox, gets rid of all the dumb ads and secret rooms all over the place, adds in cubemaps, and redoes the zombie and humans spawns. More improvements that I can’t quite remember are also present.

    • added cubemaps
    • replaced default day1_01 skybox with new stars01 skybox and added a working light_env
    • deleted all those fucking dumb adds and floating map titles
    • deleted the huge signature brush
    • got rid of all secret rooms (couldn’t have done this without the old lua file)
    • redid zombie and human spawns
    • pakratted everything (including CSS stuff)
    • almost all func_breakables are filtered
    • more stuff that I can’t remember

    zs_nestlings

    zs_nestlings converts the map in the mod “Nestlings” into a ZS map.

    nestlings:

    • converted from SP mod to ZS
    • mobilised most large props
    • debrified all very small props
    • opened the kitchen window
    • made attic locked until wave 4
    • filtered func_breakables
    • some small things I can’t remember

    zs_raunchierhouse_fixed


    zs_raunchierhouse_fixed completely renovates zs_raunchierhouse by boarding up more windows, making the attic holes more natural and easier for the zombies to jump into, and filters all func_breakables in order to promote proper strategic gameplay. In addition, the lighting has also been improved. For example, the roof is now visible! And emergency lights turn on 1 and a half minutes after the power outage. The maps brushwork has been cleaned up and hint/skip brushes have been appropriately added.

    • removed the 2nd ladder to the attic (zombies don’t collide with each other anymore so there is no need for it)
    • change the ladder type to CSS to make it easier to use and to prevent ladder exploiting
    • support beams in attic don’t break anymore.
    • filtered most func breakables
    • boarded up some windows
    • added lots of batteries around.
    • fixed a few zombie spawns
    • add emergency lights
    • cleaned up the brushwork (there are/were a ton of brushes inside of other brushes for no reason at all
    • applied proper hint brush optimisation
    • much more

    –--------------------------------------------------------
    Found maps

    zm_Print_Final_2

    A large printing office.

    zs_inn_b2

    A large pub with a weak foundation.

    zm_house_v2

    tired of house maps? How about if the entire map IS a house? Lets see how you will fare with zombies already inside a house.

    cs_urban_v2

    Nope, this isn’t an update to cs_urban, its a completely different map.

    –----------------------------------------
    Original author updates!

    zm_subway_b3

    The original author has updated subway_v2 (which was supposed to be named subway_b2) and the map is much better now! Better lighting, better framerates, non-linear, and no more cheap sewer camping spot!



  • OK, due to the fact that all found maps that I found this week and last week failed (with one exception) the map pack is being released slightly early.

    Download link:
    Filesmelt: http://filesmelt.com/dl/spring_map_pack.rar
    Megaupload: http://www.megaupload.com/?d=LTOZJQWR

    –--------------------
    Fixed/converted maps

    I present you with:

    zs_deathhouse

    zs_deathouse is a edit/fix for a house map I found on garrysmod.org It’s a HL2 prefab but I think its general lack of rooms and small windows will produce some interesting gameplay.

    • renamed from “zs_deadhouse_b1” due to duplicate name issues with 3 other maps (cs_deadhouse, zs_deadhouse_b4, and zs_deadhouse, all of which are different maps)
    • removed HDR
    • fixed issues caused by prefab
    • replaced model textures for world brushes
    • added filtered func_breakables to the hole in the roof and the hole in the wall.

    zs_equilibre_v2

    zs_equilibre v2 is a patch that resolves issues in zs_equilibre such as the house/displacement exploit, and the zombiegasses on the bridges as well as increasing framerate by 25%

    • fixed zombie spawns
    • patched exploit camp spot
    • made map slightly less laggy (water_lod_control)
    • fixed a displacement glitch (minor visual bug)
    • changed damage amount of water from 2 to 1. (All I want is to prevent humans from camping the water, not kill them if they somehow fall in)
    • changed fox max from 1700 to 1550

    zs_highschool

    zs_highschool is a complete conversion of zm_tx_highschoolbeta7 that adds in a light_env, a night time skybox, gets rid of all the dumb ads and secret rooms all over the place, adds in cubemaps, and redoes the zombie and humans spawns. More improvements that I can’t quite remember are also present.

    • added cubemaps
    • replaced default day1_01 skybox with new stars01 skybox and added a working light_env
    • deleted all those fucking dumb adds and floating map titles
    • deleted the huge signature brush
    • got rid of all secret rooms (couldn’t have done this without the old lua file)
    • redid zombie and human spawns
    • pakratted everything (including CSS stuff)
    • almost all func_breakables are filtered
    • more stuff that I can’t remember

    zs_nestlings

    zs_nestlings converts the map in the mod “Nestlings” into a ZS map.

    nestlings:

    • converted from SP mod to ZS
    • mobilised most large props
    • debrified all very small props
    • opened the kitchen window
    • made attic locked until wave 4
    • filtered func_breakables
    • some small things I can’t remember

    zs_raunchierhouse_fixed


    zs_raunchierhouse_fixed completely renovates zs_raunchierhouse by boarding up more windows, making the attic holes more natural and easier for the zombies to jump into, and filters all func_breakables in order to promote proper strategic gameplay. In addition, the lighting has also been improved. For example, the roof is now visible! And emergency lights turn on 1 and a half minutes after the power outage. The maps brushwork has been cleaned up and hint/skip brushes have been appropriately added.

    • removed the 2nd ladder to the attic (zombies don’t collide with each other anymore so there is no need for it)
    • change the ladder type to CSS to make it easier to use and to prevent ladder exploiting
    • support beams in attic don’t break anymore.
    • filtered most func breakables
    • boarded up some windows
    • added lots of batteries around.
    • fixed a few zombie spawns
    • add emergency lights
    • cleaned up the brushwork (there are/were a ton of brushes inside of other brushes for no reason at all
    • applied proper hint brush optimisation
    • much more

    –--------------------------------------------------------
    Found maps

    zm_Print_Final_2

    A large printing office.

    zs_inn_b2

    A large pub with a weak foundation.

    zm_house_v2

    tired of house maps? How about if the entire map IS a house? Lets see how you will fare with zombies already inside a house.

    cs_urban_v2

    Nope, this isn’t an update to cs_urban, its a completely different map.

    –----------------------------------------
    Original author updates!

    zm_subway_b3

    The original author has updated subway_v2 (which was supposed to be named subway_b2) and the map is much better now! Better lighting, better framerates, non-linear, and no more cheap sewer camping spot!



  • You should make a map pack where you actually create maps instead of fix old ones.



  • Sorry, I’m still new to the mapper scene, but dzm_skybox? What?



  • All it really is, is a small, 16 by 16 solid color texture that is the same color as the fog.



  • Someone is all about the militia skybaucks with hdr.



  • so a skybox texture with “$nofog” disabled? that’s silly.



  • Here try this one. I was going to add it but it’s really laggy, has brush doors, and zombie spawns inside of buildings. http://www.fpsbanana.com/maps/123638



  • his steam rating is below 10

    he must not be pro gamer like us  :walk:



  • I would assume ignorez has something to do with FarZ Clip Plane. Or something.



  • Tis why I said assume.



  • Hopefully that means every attic on each map now explodes one wave 3.



  • You should really compile more often.



  • Zs Urban2 looks like a long trek to get to any cade the humans set up on the top floor.



  • they all look like they are made by first time mappers

    guess what: roofs are not made of a single concrete slab.

    there is trim around the bottom of almost every wall.

    the perimeter of any house or building does not even look like a perfect square or combination of squares



  • As of this point we have enough decent maps “gameplay-wise”

    but at some point we should probably start finding/building more aesthetically pleasing maps. And if you’re full of all this “Gameplay > Graphics” slander, then why not just steal the layouts of popular ZS maps and make a prettier version of them.

    Edit: I am currently working on a few projects myself, so don’t point fingers at me.



  • It’s a piece of shit like house.



  • Is it even possible to have a good ZS map based around a school?



  • A school is one giant twisting hallway with classrooms connecting to it.

    not the best layout for ZS


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