NOVEMBER PROMOTION: Get a Call of Duty World at War gameserver for just 1 euro! This offer is limited to 250 game servers and one gameserver per person!

i3D.net Game Forums   i3D.net Support (email & live chat)
Amsterdam +31 (0)10 8900070
USA 1-800-482-6910 (toll free)
Frankfurt +49 69 257378709

Go Back   i3D.net Game Forums > i3D.net Community > Counter Strike Source & Zombie gameservers > CS Source: Work in Progress
Downloads
300 GB of games and patches
Downloads

Reply
 
LinkBack Thread Tools Search this Thread Display Modes
Old 2-6-2008, 08:36   #1 (permalink)
i3D.net Gameserver admin
 
Snowy's Avatar
 

Join Date: 25th March 2008
Location: Mariakerke, G(h)ent
Posts: 4,052
Snowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond repute
Send a message via MSN to Snowy Send a message via Skype™ to Snowy
Default Ze_tv_station_v2

ZE_TV_STATION_V2

New in v2:

*Separated room 3, can enter by a "secret" way.
*Another moving car in second city.
*Added stone wall after you climb down bunker door. Just destroy
*Balanced boats with the trucks. Boat 1 now leaves after 5 seconds instead of 10, and boat 2 after 10 instead of 20.
*Faster way to boat 1, now you can climb over the fences
*More small upgrades

***********************
Map made by: Westsid3r
Ideas by: Snowy

STORY:
An expierement in a city didn't work out very well.
It's now infected by zombies.
The US goverment isn't happy with that and is 1 phonecall away of sending the US army.
Your mission as human is to escape from the abandoned city and get to the tv station. There, you call the US army and hide yourself with your teammates in the bunker and wait there while the army is bombing the city


Features:

- 64 Spawnplaces
- 2 Escape Trucks
- 2 Escape Boats
- 2 Working Radio's
- Secrets
- 2 Moving Trucks


Credits:

Snowy ( ideas )
Westsider ( mapper )
Xensey ( bridge )
Gargantua ( feedback )
i3D.net ( support )
Deeway (uploading v1 to i3d servers)

FPSBANANA > Maps > CS:S ZM > Zombie Escape > ze_tv_station_v2



I really hope the map is balanced now
Snowy is offline   Reply With Quote
Old 2-6-2008, 11:21   #2 (permalink)
BrainEater
 
^xl2's Avatar
 

Join Date: 15th February 2008
Location: Latvia
Posts: 615
^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute^xl2 has a reputation beyond repute
Send a message via Skype™ to ^xl2
Default

Great job Westsider and Snowy
__________________
.:w3 Team Fortress 2 clan leader:.
^xl2 is offline   Reply With Quote
Old 2-6-2008, 19:40   #3 (permalink)
CS:S - Mapper
 
Zombie-Man's Avatar
 

Join Date: 1st June 2008
Posts: 7
Zombie-Man 50
Default

Nice, Good job!
__________________
Bye,
Zombie-Man
Zombie-Man is offline   Reply With Quote
Old 17-6-2008, 22:59   #4 (permalink)
To be a girl or
 
Vivi's Avatar
 

Join Date: 8th March 2008
Location: London, UK
Posts: 894
Vivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond repute
Default

I'm guessing this is the map I played on server 10. Ok this is the first time ever I've played it. Thoughts as follows:

1) Your 3 escape routes - 2 boats + bridge(trucks) are way too spread out. Most ppl go for the bridge and this means that a lot of the times zombies either do NOT have a chance because they're a loner picking a boat, or everyone gets infected because a zombie spawns right in the middle of the bridge pack.

The better way of doing this would be to make the 3 escape routes closer together at hte beginning - i.e. don't make it so that you have to go BACKWARDS and jump over a fence to get to the boats...(ok maybe you can just jump in the water but not looked)

Make it so that it's loud and clear that there's two boats you just jump off hte bridge onto which would make the zombie spawn a hell of a lot better. Unnecessary obstacles like the fence and going backwards make it so that I dont really understand why anyone would even go for the boats. It's not an advantage in speed and in fact is detrimental. Unless you were going to make the boats go further than the trucks and passing the entire bridge and over to the other side without further obstacles I just don't think they're worth being there at all.

2) Especially on server 10 since the zombie pushback is so high, your buildings need to have a higher invisible wall because zombies are just being pelt up at some ridiculous heights onto the roof of buildings, where they can just hide and piss the hell out of the entire server.

3) Your last defence points have what, 3 ways in? It's almost impossible for humans to win once they jump down into the escape hatch thingie because zombies USUALLY control at least one of the other escape points. Even if they dont...it's easy for zombies to jump down to follow humans - especially because humans have to shoot obstacles to get through to the red room.

I would suggest ALWAYS the last defending point should be going UPWARDS not downwards. That way zombies would have to jump up to get at humans and they have some defending chance. And if zombies are at the end point first it is an easy enough ploy to jump down onto the humans (and then you can just put some blocks where humans can hide behind and shoot at zombies if you want balance)

4) One last thing - when you're at the FRONT of the tv station and then if you go to the RIGHT side there is a truck you can reach after jumping up some crates at the back. Once you jump on top of the truck and off it - you're now stuck congradulations. There is an invisible wall preventing you from going back to the front of the tv station, please fix this stupid thing.

Summary:

1) Fix alternate escape routes
2) Fix invis walls on buildings
3) FIx end defending point
4) Fix the truck wall on right of tv station front.
Vivi is offline   Reply With Quote
Old 18-6-2008, 00:17   #5 (permalink)
Got da fiyaaah!
 
Westsid3r's Avatar
 

Join Date: 24th February 2008
Location: Westcoast, Sweden
Posts: 2,305
Westsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond reputeWestsid3r has a reputation beyond repute
Default

Hmm. Good that you noted those, I played the map yesterday with 30+ players. I also noticed some problems.

1) I think I could remove the fences, push them over so players just can walk over them. First it was meant to be some sort of small secret to get to the boats. I think if i push the fences down its gonna be faster to get there, might aswell increase the speed of the boats. I think im gonna make a faster way to the boat on the left side aswell.
When I played yesterday there were lots of players on the boats.

2) Hmm yeah, but this map wasnt only made for i3d servers. I could add some invisible walls, could you tell me which buildings?

3) Yeah I noticed that the humans didnt have a chance if they weren't fast enough.
Perhaps I should make the wall stronger. Do you have any solution for it? The bunker is not going to move, the idea was a underground bunker, not climbing ladders upstairs, that would cause some blocking.

4) Oh thanks that you found that, I'm gonna fix it in the next version
__________________
Because you know I got da fiyaaaaaah!
Are you a fan of Zombie Escape or hosties?
Join Zombie escape fans! (ZE)
Join (W) Hosties Club (hosties)
Westsid3r is offline   Reply With Quote
Old 18-6-2008, 08:43   #6 (permalink)
i3D.net Gameserver admin
 
Snowy's Avatar
 

Join Date: 25th March 2008
Location: Mariakerke, G(h)ent
Posts: 4,052
Snowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond reputeSnowy has a reputation beyond repute
Send a message via MSN to Snowy Send a message via Skype™ to Snowy
Default

1) Maybe we should remove the fences indeed.
2) The map was made for other servers too, as West said
3) The walls should become stronger
4) Some1 told me that yesterday too so I was aware of it
Snowy is offline   Reply With Quote
Old 18-6-2008, 14:29   #7 (permalink)
To be a girl or
 
Vivi's Avatar
 

Join Date: 8th March 2008
Location: London, UK
Posts: 894
Vivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond repute
Default

Quote:
Originally Posted by Westsid3r View Post
Hmm. Good that you noted those, I played the map yesterday with 30+ players. I also noticed some problems.

1) I think I could remove the fences, push them over so players just can walk over them. First it was meant to be some sort of small secret to get to the boats. I think if i push the fences down its gonna be faster to get there, might aswell increase the speed of the boats. I think im gonna make a faster way to the boat on the left side aswell.
When I played yesterday there were lots of players on the boats.
The big problem is that because you have to go backwards from spawn to get to this fence bit (before you get to the boat) most ppl wont go that way - unless you were going to line the entrance up with the bridge not a lot of ppl will pick the route and hence zombie spawn/zombification wont be balanced.

Quote:
Originally Posted by Westsid3r View Post
2) Hmm yeah, but this map wasnt only made for i3d servers. I could add some invisible walls, could you tell me which buildings?
The two buildings on either side of the bridge (before you get onto the bridge), and then the one facing the bridge....just think of it this way. The zombie will usualyl spawn at the path going to the bridge - near where you turn left to get stuck at the car to get onto the bridge.

Now all the buildings around that area will need it - i.e. the building on your left when you move towards the bridge, the buildings on either side of the bridge.

With regards to your comment that the map wasn't only made for i3d servers I fail to see the relevance - any servers which has pushback, or some decent pushback and the zombie will still be over that wall like crazy. You don't need 60 ppl shooting at a zombie for this to happen. 3+ would do.

Quote:
Originally Posted by Westsid3r View Post
3) Yeah I noticed that the humans didnt have a chance if they weren't fast enough.
Perhaps I should make the wall stronger. Do you have any solution for it? The bunker is not going to move, the idea was a underground bunker, not climbing ladders upstairs, that would cause some blocking.
If you want to keep underground bunker then enlarge it so that humans need to jump over crates/shelves/something to go up and over onto so they have a proper point to defend in whatever room they go into downstairs. Just having some objects from inside you can push to the door isn't good enough because if there are enough zombies they will overwhelm it.

Also I'm not sure about this wall you're talking about because I only went through one route to get to the red room - I'm guessing you mean there are already obstacles there supposedly to slow zombies down...but yes if there is then make it stronger - but at the same time you need to consider that this means humans will also take longer shooting at them so you need to make more things to "jump over" when the yellow hatch opens so that zombies cant just follow humans downstairs and zombify them all while they're shooting these obstacles.

Quote:
Originally Posted by Westsid3r View Post
4) Oh thanks that you found that, I'm gonna fix it in the next version
I will probably find more of these bugs but not enough time to play these maps (or mainly CSS LOL) so will tell you as I come past them.
Vivi is offline   Reply With Quote
Old 20-6-2008, 00:31   #8 (permalink)
To be a girl or
 
Vivi's Avatar
 

Join Date: 8th March 2008
Location: London, UK
Posts: 894
Vivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond reputeVivi has a reputation beyond repute
Default

Played it again tonight here's some more.

3) About (3) I suggest rooms which has pre-existing barricade like a crate or 4. Right now humans just shoot a few blocks and vending machines to the door - blocking BOTH teammates and usually htey arent fast enough to throw the barricade up anyway so its just bloody useless. I suggest either that or a door/window type room to defend. A big point would be to make the main doors go into another room...which has pre-existing defences where you can wait for a second door to open...etc.....I dont know just some more obstacles right now Ive never seen humans win on that map.

5) Expanding on defence at the end - last red room - if mostly zombies...even they will just block the door with the stuff and kill own teammates...just bad planning. You need to just make the tv station so much bigger so you can incorporate all these defences etc into it. And make rooms that need defending bigger so more zombies/humans can get in and not just get blocked etc.

6) There's another buggy place where you can get stuck in and it's behind the van I was talkinga bout before. It's between two cars, one car and one lorry and here's the screenshot.
Attached Images
File Type: jpg ze_tv_station_v20014.jpg (80.3 KB, 9 views)
File Type: jpg ze_tv_station_v20013.jpg (87.5 KB, 8 views)
Vivi is offline   Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


New To Site? Need Help?

All times are GMT +2. The time now is 15:13.


Powered by: i3D.net Gamehosting
Copyright ©2000 - 2008, Interactive 3D BV
©2007 INTERACTIVE 3D BV - Alle rechten voorbehouden

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271