[Released] Zs_Obj_Pharmacy_v17



  • ~~http://www.gamefront.com/files/20004589/zs_obj_pharmacy_v11.zip/
    v11)
    Fixes:
    -Filters the trigger_hurt used on the first 1/4th of the map to only affect Humans.
    -Humans again can no longer redeem and are instantly killed on redemption.
    -Adjusted the start-up time for an extra 30 seconds.
    -Allowed backtracking in all parts of the map.
    Still a problem:
    -Zombies seem to either get jetpacks and move incredibly fast or they’re ridiculously slow. I think it’s because of the new difficulty entity.
    http://www.gamefront.com/files/20008474/zs_obj_pharmacy_v12.zip/
    v12)
    -Removed the zombie speed de-buff to add challenge and because it’s still buggy
    -Added a max time for humans to survive, requested by Eli to prevent “Hey let’s cade until forever!”
    -Adjusted some of the spawn timers to make it easier on those who are a little behind.
    http://www.gamefront.com/files/20025817/zs_obj_pharmacy_v13_zip/
    -Added weapons to the final/hardest battle at the end.
    -Made the lamp-post and kitchen jumping easier
    -Prevented the Elevator from #worldspawning people
    http://www.gamefront.com/files/20073080/zs_obj_pharmacy_v14.zip/
    -Added a max timer on gate
    http://www.gamefront.com/files/20182386/zs_obj_pharmacy_v15.zip/
    Humans now fight the undead within the pharmacy for a single wave before starting their objective. This allows late joiners to play pharmacy and make the map easier with a larger starting amount of humans. Super-speed is still a problem though.

    Ehhh sorry v16
    http://www.gamefront.com/files/20187583/zs_obj_pharmacy_v16.zip/
    Changes:
    -Disabled all classes at the start and end of waves to prevent ghouls and wraiths
    -The door near the battery objective is now unbreakable as it should be
    -The hole outside by the truss in the burning building is now blocked off.
    -Re-added the fence to the fountain area but also added multiple paths to get to the top of the fountain to make it more of a bad idea.
    -Only humans can activate the final lever in the train station.
    -Added a few more arrows in confusing spots I missed before.~~

    http://www.gamefront.com/files/20206947/zs_obj_pharmacy_v17.zip/
    v17:
    -Added a ramp to the train station monitor area to prevent stalling.
    -Added a trigger hurt to the map that affects all humans in the map that aren’t in the train within 20 seconds of hitting the brakes.
    -Added a couple more bonus weapons across the map.
    -Reduced Zombie damage multiplier from 2.5 to 2 to counteract the few recent buffs to the humans, and since you all obviously can get far enough without it.
    -Added a few more safety barriers at the fire pit in the beginning.



  • ~~http://www.gamefront.com/files/20004589/zs_obj_pharmacy_v11.zip/
    v11)
    Fixes:
    -Filters the trigger_hurt used on the first 1/4th of the map to only affect Humans.
    -Humans again can no longer redeem and are instantly killed on redemption.
    -Adjusted the start-up time for an extra 30 seconds.
    -Allowed backtracking in all parts of the map.
    Still a problem:
    -Zombies seem to either get jetpacks and move incredibly fast or they’re ridiculously slow. I think it’s because of the new difficulty entity.
    http://www.gamefront.com/files/20008474/zs_obj_pharmacy_v12.zip/
    v12)
    -Removed the zombie speed de-buff to add challenge and because it’s still buggy
    -Added a max time for humans to survive, requested by Eli to prevent “Hey let’s cade until forever!”
    -Adjusted some of the spawn timers to make it easier on those who are a little behind.
    http://www.gamefront.com/files/20025817/zs_obj_pharmacy_v13_zip/
    -Added weapons to the final/hardest battle at the end.
    -Made the lamp-post and kitchen jumping easier
    -Prevented the Elevator from #worldspawning people
    http://www.gamefront.com/files/20073080/zs_obj_pharmacy_v14.zip/
    -Added a max timer on gate
    http://www.gamefront.com/files/20182386/zs_obj_pharmacy_v15.zip/
    Humans now fight the undead within the pharmacy for a single wave before starting their objective. This allows late joiners to play pharmacy and make the map easier with a larger starting amount of humans. Super-speed is still a problem though.

    Ehhh sorry v16
    http://www.gamefront.com/files/20187583/zs_obj_pharmacy_v16.zip/
    Changes:
    -Disabled all classes at the start and end of waves to prevent ghouls and wraiths
    -The door near the battery objective is now unbreakable as it should be
    -The hole outside by the truss in the burning building is now blocked off.
    -Re-added the fence to the fountain area but also added multiple paths to get to the top of the fountain to make it more of a bad idea.
    -Only humans can activate the final lever in the train station.
    -Added a few more arrows in confusing spots I missed before.~~

    http://www.gamefront.com/files/20206947/zs_obj_pharmacy_v17.zip/
    v17:
    -Added a ramp to the train station monitor area to prevent stalling.
    -Added a trigger hurt to the map that affects all humans in the map that aren’t in the train within 20 seconds of hitting the brakes.
    -Added a couple more bonus weapons across the map.
    -Reduced Zombie damage multiplier from 2.5 to 2 to counteract the few recent buffs to the humans, and since you all obviously can get far enough without it.
    -Added a few more safety barriers at the fire pit in the beginning.



  • There isn’t a way to fix redemption? There are three cade points (I think) where you are supposed to just hold out for a time. It isn’t possible to make it so the human spawn keeps advancing to match these?

    The objective of being zombie is to kill 4 humans so you can redeem and become a human again. Disabling redeem would remove a lot of incentive for killing humans, and is also a bit unfair for the unlucky 11% who are chosen as first zombie.



  • Updated,

    and no. It would be a lot of work since humans aren’t always barricaded. How do zombies redeem when the humans are midway between two places? Either they spawn too far back and grief since the zombies are spawning ahead. Or they spawn way in front of the humans throwing off the zombie spawns.



  • have a tiny invisible and nocollide tracktrain move around the map and parent a info_player_redeem to it

    then make it move depending on which areas humans enter

    done!



  • entity limit is very close.



  • aw



  • It’s a pity there isn’t a way to pause redemption for a while instead of redeeming right away.
    “You will redeem when humans make it to the next checkpoint”

    And in the meantime you fly around as a white dove  :angel:

    Or maybe you have to redeem on someone else - a list comes up that shows all of the survivors and you have 30 seconds to click one to spawn right on them.



  • Map is AMAZING! I love! :D



  • @Prof:

    It’s a pity there isn’t a way to pause redemption for a while instead of redeeming right away.
    “You will redeem when humans make it to the next checkpoint”

    And in the meantime you fly around as a white dove  :angel:

    Or maybe you have to redeem on someone else - a list comes up that shows all of the survivors and you have 30 seconds to click one to spawn right on them.

    This is all kind of neat, but it’s also unbalancing.  Surviving with a redemption, or even having a chance to, is supposed to be fairly difficult- hence the attached achievement.  If either of these things were implemented, Redeemer would need to be impossible to obtain on Pharmacy.  As long as the achievement was disabled, redeeming at the next checkpoint would work great.

    The issue is still limits.  Not sure exactly how close they are at the moment, but that solution couldn’t take TOO much.  Hopefully.  There could be, say, three or four points.



  • Please FIX: -change 16 players to 20 or 24 players!



  • Agreed, this map should never be played with less than a half-full server.


  • Banned

    Is it that easy?



  • no, it’s even harder with less people. But more people should be able to play on it within the 6 hour intervals.



  • I.E. two guys on the server play pharmacy by themselves and lock it down so that nobody else can play until next unlock.



  • There’s a 24 player minimum. All big maps have a minimum player count.


  • Banned

    My point was that people think the map is so easy that they want it to have player limit of 20 or more so they will get the win every time they play the map.



  • Those people are very stupid, because Pharmacy is not that easy.



  • something needs to be done about the ceiling vent in the kitchen, right before the dark cafe stand

    if you move slightly too far ahead of the vent, you get stuck between the steel table and the wall

    and even if you manage to stand up in it, source likes to stick you on the table and prevents you from jumping on the small invisible brush you seem to have put there

    I recommend a css ladder instead.



  • Done: http://www.gamefront.com/files/20025817/zs_obj_pharmacy_v13_zip/
    -Added weapons to the final/hardest battle at the end.
    -Made the lamp-post and kitchen jumping easier
    -Prevented the Elevator from #worldspawning people


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