Technology (Read Only) > Mapping
Loke's Map Pack! No download links yet!
Loke:
Alright, so I got Juan to compile 2 maps for me as I can't.
Here they are:
zs_infected_hostpital_revisited:
Pretty much all I did was remove the ammoboxes (except one) and removed the health stations (except one).
I also attempted to fix the spawncamping situation and put block bullets So that the humans cant shoot through them, but can go through them.
DL link: COMING SOON
zs_militaryoffice
So this one was easy to make. It has a fully functional elevator and it has a medical room and 2 places to cade so the zombies don't have to go everywhere searching for the humans. It has no health stations, but vials and medkits so you are limited on the HP. I have made the map leaning on the zombies side, but there is a ammobox with buckshot somewhere. (Hint: Human Spawn) So that the humans have a chance.
Its pretty much a military office because well, it has a medical room with a keypad to lock it. (No code needed).
DL link: COMING SOON
zs_tower_of_heights
Not done yet. When this is done, all my maps will be put up for download. Pretty much a remake of fear tower but with different traps.
DL link: COMING SOON
Screenshots:
Coming soon.
memo3300:
i actually started something with that map, one solution is to make a hallway wich leads to a ramp to the kitchen and also adding a ladder in the hole spawn.
also there are a lot of places you can add the nodraw texture, mainly inside the unreacheble rooms and under zombies spawn entrance ramp.
There must be more places, but those where the ones wich i took a look at.
Juan_Ambriz:
Lol i asked him this a long time ago, he said it was ok, i finished it but i forgot where i put it
i should probably go fish it out and upload it..if i can find it
Alkaline:
Ask Proudly for the .vmf instead of decompiling because recompiling a decompiled map leads to a lot of issues. If he doesn't have the original .vmf, decompile the map and remake all of the brushes with snap-to-grid on. And by doing this, you're basically making a new map so you should just rename it to something else.
If you look at the old insane asylum and compare it to the new version, you can see that the new one works with a layout that mimics the old one but is made from scratch.
Here are some pics of the changes for the asylums:
Spoiler (click to show/hide)
I honestly think the creator of the new version did a great job by adding some new assets, stretching the layout a bit, and revamping the lighting.
If you take the old infected hospital, retexture it, give it more props, and add a hallway or extra rooms, it's going to get the same complaints as the old version. This is definitely a project that would take a few weeks to create and finalize. Also, remove the ammo crates and health stations. I think these were the main reasons humans always survived and spawned-camped.
--- Quote from: Loke on August 05, 2012, 10:05:59 AM ---I will give you something later. For now, tone that erection down and wait.
--- End quote ---
Loke:
--- Quote from: Alkaline on August 05, 2012, 02:19:25 PM ---Ask Proudly for the .vmf instead of decompiling because recompiling a decompiled map leads to a lot of issues. If he doesn't have the original .vmf, decompile the map and remake all of the brushes with snap-to-grid on. And by doing this, you're basically making a new map so you should just rename it to something else.
If you look at the old insane asylum and compare it to the new version, you can see that the new one works with a layout that mimics the old one but is made from scratch.
Here are some pics of the changes for the asylums:
Spoiler (click to show/hide)
I honestly think the creator of the new version did a great job by adding some new assets, stretching the layout a bit, and revamping the lighting.
If you take the old infected hospital, retexture it, give it more props, and add a hallway or extra rooms, it's going to get the same complaints as the old version. This is definitely a project that would take a few weeks to create and finalize. Also, remove the ammo crates and health stations. I think these were the main reasons humans always survived and spawned-camped.
--- End quote ---
I have attempted to fix the spawncamping, and I think I did a pretty good job.
Also, I can't be the one to compile it because I can't keep the computer on all night and it would take too long during the day.
If anyone wants to compile it PM me please.
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