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Old 14-9-2008, 14:36   #1 (permalink)
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Post ze_titanic_escape

Hey, i made a map over the last 1.5 weeks. And i3d, being so ace, have uploaded it to their server the day it was released. (yay)

anyway, This map was only origionally tested on a server with 8 max (12 at one point but lagged). - server on my pc.

Ive just played it on zombie escape server #10. And woot, it was fun.

zombies usually won, from bad team play, although, it gave a sense of wow we made it, if we did escape. ^^

A problem, i defenately found... Some noobs damage them selves just to keep the elevators from working...
Now, i can fix this i guess, by increasing the damage, but some poor souls will die instantly if they get in the way by accident. Or infact, invisible inner doors would work.... now thats an idea.


Anyway, now tht you know the problems im aware of, have you any ideas on what to change?

cons, even minor, i can do, if its pros outweigh the time to fix. Will be going to grannies later today for a few days. So can update all your ideas posted here (within reason) once i get back. And im sure i3d would be happy to update it to servers.

Anything you do like? mention it here

Also, in your opinion, should the humans have a 50% sucess rate? or is it just the thrill of it that counts.

LINK : FPSBANANA > Maps > CS:S ZM > Zombie Escape > ze_titanic_escape_v1_5
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Old 14-9-2008, 14:40   #2 (permalink)
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looks nice
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Old 14-9-2008, 14:49   #3 (permalink)
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Looks nice indeed!
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Old 14-9-2008, 15:24   #4 (permalink)
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Move this thread to "Work in Progress"
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Old 14-9-2008, 15:50   #5 (permalink)
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Moved to a more fitting subforum.
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Old 14-9-2008, 16:44   #6 (permalink)
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Looks good.
Hope to play it soon
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Old 14-9-2008, 16:47   #7 (permalink)
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I played it on 10 last night and its a well made map.

I have a few problems with it.
One is that the hatch closes to fast, teammates will block others with this and get them killed (selfish nubs!!)
And the heli at the end is very hard to defend.

But I think its very good
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Old 14-9-2008, 18:03   #8 (permalink)
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it used to be impossible to denfend the heli ^^. so i added the one way up path, plus box. if u have 4+ cts, its usually do-able to survive?

edit: suggestions on how to make it easier?

hatch doesnt kill people, it squashes but does nxet to no damage. once the person moves from the hatch that is closing on them, it closes. locking as normal. I considered the noobs


thx for moving it (the thread), wasnt sure if it was classed as "work in progress" being its finished, so to speak.

Some people love this map, others not quite so. What would make it loved by all ?

also, in terms of my invisible door idea, why not make it visible! so the ele doors move with the ele, as well as external doors. (they close at same time). this will prevent those noobs blocking ele.


Leaving now to grannies will carry out ur desires in a few days.
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Old 14-9-2008, 20:20   #9 (permalink)
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when you fix your map you can upload the map to i3d web

http://forum.i3d.net/counter-strike-...oads-cs-s.html
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Old 16-9-2008, 20:26   #10 (permalink)
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Back, lots of comments on fps banana, some are very good. Will fix their issues
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Old 16-9-2008, 21:41   #11 (permalink)
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realy nice map cant wait to play it \

hope i will see it soon on i3d server
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Old 16-9-2008, 21:44   #12 (permalink)
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its on i3d servers atm version 1.5 .

Nearly done v1.6. wondering if the fact that nothing has been reported wrong, is because there isnt anything ^^
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Old 16-9-2008, 21:50   #13 (permalink)
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Quote:
Originally Posted by DoomsKnight View Post
Back, lots of comments on fps banana, some are very good. Will fix their issues
Hey nice to hear. As I said before I really like that map and with some fixes it will become a well played map on i3d for sure =)
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Old 16-9-2008, 22:00   #14 (permalink)
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Most revolve around blockers... i3d has implemented no block on their server. So its not really an issue in our eyes. For example, zombies stack at the helipad to climb up making it impossible to defend. Also, noobs get in way at start, and people end up locked in. And finally, Standing on people in elevators stops them.

My solutions :

1. increased damage from elevators. Standing on people now kills them. !!! -- This helps the noobs accomplish so much more :/ But in the end gets the ele to top No matter what... (only takes 2 secs so not long for noobs to "own" people)

2. added internal doors to each elevator, which should move up with the ele, so the effect on people getting the ele temporarily stuck when grinding the edge, no longer can happen (i hope).

3. Increased the height of the heli pad, making it impossible to climb up from stacking.

4. Made 2 start doors instead of one, increased the size of second one. (closes faster so basically is closed at same time). but added 1 sec to all the doors, and 2 to first. to give more time to get out. added 2nd spawn


In terms of noblock, the ele sides have been fixed so no grinding causing ele jam can occur. 2nd spawn has been added. for a lucky select few to be slightly further ahead? but underwater. and upgraded the heli texture, Looks better. (used same texture as another heli i saw on a ze map. )
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Old 16-9-2008, 22:16   #15 (permalink)
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why make it so bright?
it was at night at the crash.
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Old 16-9-2008, 22:18   #16 (permalink)
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Is it that bright? I thought i gave it a storm skybox. maybe the light env is up too much. Ill have a look thx


Edit: made it darker. Not sure by how much
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Old 16-9-2008, 22:56   #17 (permalink)
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Does anyone know how to do func tracktrains properly? every time i make one, the vehicle appears else where (not where it should) so ive been using the "door" method. which is why people on no block servers either die, or stop the heli (when near each other- pushing)
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Old 16-9-2008, 23:02   #18 (permalink)
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never mind increased damage to 10, so they will either die, or move
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Old 17-9-2008, 17:36   #19 (permalink)
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Im pro with func_tracktrains
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Old 17-9-2008, 22:45   #20 (permalink)
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You know how to rid this problem ? when ever i make a func_tracktrain its always in a different place, and always rotated 90.

Learnt nearly everything from tutorials on the net, but this one just isnt there. (the one that is, is useful on making (to some extent), but not ridding errors or preventing).

Was thinking of maybe adding a boat instead (2 boats). they climb into, and they rise with the water. and start to move awy.
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Old 17-9-2008, 23:57   #21 (permalink)
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Nice map, but it's a bit of a shame this doesn't look like real titanic
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Old 18-9-2008, 13:41   #22 (permalink)
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Sure that making a complete recreation of the titanic would take a long time.
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Old 18-9-2008, 15:05   #23 (permalink)
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Got tanktrain working to some extent. Ticked the flag stopping any directoin change. so it no longer rotates and stuff. Already knew the paths etc. Just testing now to make sure its the right starting place.
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Old 18-9-2008, 15:29   #24 (permalink)
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got it working
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Old 18-9-2008, 16:04   #25 (permalink)
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