Author Topic: zs_deadlab  (Read 194 times)

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Offline Loke

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zs_deadlab
« on: February 25, 2012, 11:02:09 PM »
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Hai dere, I made a first map to be actually released  ;D

zs_deadlab

Spoiler (click to show/hide)

The map has 2 floors, main floor, and basement.
One HP station at the top floor, out in the open.
Fast Zombies are disabled! No more cheap-ass kills!
Three cading spots, all have 2 entrances.
Pics:
Spoiler: Human Spawn (click to show/hide)

Spoiler: Zombie spawn :) (click to show/hide)

Spoiler: Main Area (click to show/hide)

Spoiler: Basement (click to show/hide)

And the cading spots you will have to find!

DOWNLOAD LINK: :fire: http://www.mediafire.com/?nfz9ptx6uk6rd3w  :fire:
« Last Edit: February 26, 2012, 11:19:52 AM by Loke »
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Offline Deacon

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Re: zs_placeoftheundead
« Reply #1 on: February 25, 2012, 11:10:00 PM »
+1
those textures clash.

Offline Loke

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Re: zs_placeoftheundead
« Reply #2 on: February 25, 2012, 11:21:51 PM »
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What do you mean by clash?
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Offline Deacon

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Re: zs_placeoftheundead
« Reply #3 on: February 25, 2012, 11:25:52 PM »
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They don't look well together. Just my opinion though :<

Offline Tezuni

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Re: zs_placeoftheundead
« Reply #4 on: February 26, 2012, 12:23:37 AM »
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Are there any props to cade with?
The map seems very open, so when fast zombies are unlocked, pretty early on, everyone will die without a bottleneck and props to cade.
I like the concept idea though...

Offline Loke

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Re: zs_placeoftheundead
« Reply #5 on: February 26, 2012, 01:18:15 AM »
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Did you even read the topic?
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Offline Tezuni

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Re: zs_placeoftheundead
« Reply #6 on: February 26, 2012, 02:37:15 AM »
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yeah it says two entrances per cade spot which isn't a single bottleneck, plus the only props i saw in the photos were a few carts far off from entrance......so that's why I ask :S

Offline TehHank

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Re: zs_placeoftheundead
« Reply #7 on: February 26, 2012, 02:55:28 AM »
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The general appearance and colours make me ill

Offline Loke

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Re: zs_placeoftheundead
« Reply #8 on: February 26, 2012, 09:28:53 AM »
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Then i'll have to change the textures.

Any suggestions?
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Offline TehHank

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Re: zs_placeoftheundead
« Reply #9 on: February 26, 2012, 09:44:40 AM »
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Give it realism. Make it so that you don't have random rooms for no reason.  e.g. big rooms for maybe meeting rooms and Small rooms for bathrooms or cupboards

Offline Loke

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Re: zs_placeoftheundead
« Reply #10 on: February 26, 2012, 11:12:29 AM »
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I changed the upstairs textures and added a few props to make the two cading spots in the basement more like what they are supposed to be and i am changing its name to zs_deadlab.

tell me what you think.
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Offline TehHank

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Re: zs_deadlab
« Reply #11 on: February 26, 2012, 11:35:27 AM »
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If its going to be a lab then make Lab stuff from props_lab. Use decals like trash or blood for certain parts but dont over do it

Offline Loke

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Re: zs_deadlab
« Reply #12 on: February 26, 2012, 12:01:57 PM »
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Done.
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Offline Loke

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Re: zs_placeoftheundead
« Reply #13 on: February 27, 2012, 06:47:08 PM »
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yeah it says two entrances per cade spot which isn't a single bottleneck, plus the only props i saw in the photos were a few carts far off from entrance......so that's why I ask :S

And did you read the fasties are disabled?

EDIT: Damnit double post
« Last Edit: February 27, 2012, 06:56:13 PM by Loke »
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Offline Tezuni

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Re: zs_placeoftheundead
« Reply #14 on: February 27, 2012, 07:45:28 PM »
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And did you read the fasties are disabled?
Hmm...alright I missed that part :d

     I agree with Hank, that the appearance needs some work, for example, I see no static props.  Stuff like lab equipment, servers, etc.  Normally, I would say "if you want it played often, take lots of time and effort to make it good.", but ZS maps are now seemingly randomly selected
     Anyways I guess what I'm saying is that it has to be comparable to well-liked maps.  When I made my ttt map conspiracy, I said "if I am going to release this, it has to be better than ttt_gnome", which was already on the server.  Gnome was not a very good map...   So I spent ~3 weeks many hours a day making it, watching youtube tutorials for hammer editor, and it turned out OK for a first map :s 

TL:DR
Don't feel rushed into releasing it early.