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Hub›Forum›Servers›CS:GO | Zombie Escape

Sugerencias de mapas / map suggestions

@Morell📅 April 16, 2016⏱ 103 min de lecture👁 10 402 vues💬 161 posts❤️ 12CS:GO | Zombie Escape
featured
HY
@Hydreigon
📅 12 mai 2017#91

So…after a few days of work after reading this post, I managed to fix almost everything you suggested but I have some concerns from these suggestions too.

  1. (in progress) Already discussed.

  2. Yea, I used the old compiler for test purposes. Now I using the current one and it does make a difference.

  3. I’m not changing the explosion particle for it creates too much blinding smoke (much to hilarity when chaos dies and the end platform can’t be seen). Slayer also did a similar thing in westersand v8 where he removed a bad particle from the default explosion. In all seriousness, please treat this as a “custom explosion”.

  4. This may or may not happen. It actually was Slayer’s decision to not use cubemaps and I thought the map and wester v8 looked fine without them. Don’t be calling it “half-ass” for no reason just because it makes a map look even worse.

  5. Slayer added this in v8…and so should I because many players complained about the dragon casting water only for it do die and cts speed isn’t reset…essentially screwing the round due to poor mapping.

  6. I did tone down electro as that was about the only particle that cause major lag, other than that, i’m not majorly toning down particles. If you think this is bad, see some particle effects from wester v8 (the summons specifically. They look real epic. Don’t judge them just because they use a lot of emitters and it runs fine on my pc).

  7. It was Slayer’s and Noctali’s decision. Otherwise, the aa set to 1 isn’t a bad idea. It’s to prevent players from triggering chaos early and essentially wasting a round.

  8. Despite cvar whitelist, I’m still keeping them (and adding extra in a future version as well).

  9. Not really a concern but I did some “spring cleaning” in my materials and models folder. I wish more could know about this trick :).

AI
@AikLong
📅 13 mai 2017#92

ze_crazy_escape_v5_5 http://gamebanana.com/maps/189361

It is the newer version of a map that we currently have: ze_crazy_escape_v4_4_1

Main addition: A new level, level 3 (laser escape)

HY
@Hydreigon
📅 14 mai 2017#93

ze_FFXII_Westersand_v7_z https://www.dropbox.com/s/xkvmzedme5cl1wt/ze_FFXII_Westersand_v7_z.rar?dl=0

.nav file: https://www.dropbox.com/s/bufu4megfejb77i/ze_FFXII_Westersand_v7_z.nav?dl=0

  • Skins make a return but removed the invisible player script.

  • Trigger_hurts now slow every player thanks to scriptwork from minas.

  • Running Judge boss should be beatable (I hope)

  • All bosses better not be too easy (or impossibly hard).

  • This means I changed hp, nade damage values, and item damage values for all bosses.

  • Majorly different look (I hope acceptable for mapeadores).

  • Changed some particle effects (The most significant being electro to reduce particle count and heal to use the correct particle instead of what was zm blind.)

Found only two issues…ah ah ah.

All skin game_ui still is active as a zombie even the map inputs it to “kill” the entity when it dies: Kind of not really much gamebreaking aside from vaan. This happens in other maps (skyrim and possession minas). There thankfully exists a fix thanks to _p on their minas port.

Console message for missing particles for the smoke. Annoying but at least item and boss effects work. Gonna find out soon enough.

PO
@Potti
📅 15 mai 2017#94

[SIZE=14px][COLOR=#cccccc]http://gamebanana.com/maps/193218

HI
@Hisoka
📅 17 mai 2017#95

Map name:ze_sky_temples_v1_4 Capacity (Map size):119MB Download link: [url]http://gamebanana.com/maps/195450[/url] Has items?: Items (Heal and Wall) Simple map explanation (Reason for adding): 3 stages + Boss

HI
@Hisoka
📅 17 mai 2017#96

Map name:ze_sky_temples_v1_4 Capacity (Map size):119MB

Download link: http://gamebanana.com/maps/195450

Has items?: Items (Heal and Wall)

Simple map explanation (Reason for adding): 3 stages + Boss

Syoudous
@Syoudous
📅 18 mai 2017#97

HY
Hydreigon:
ze_FFXII_Westersand_v7_z

Again, repeating a bit of myself here[/URL]. Some issues posted before still linger in this version you did. It’s still far too dark as well. I went ahead and did a [URL=‘https://pastebin.com/cc4FHvYv’]pastebin of the errors from console in the map that you have seemed to miss. You’re still drag and dropping props which is still dangerous on the client end leading to possible crashes, as said. Some other tidbits,

  • Missing particle textures.

C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system “custom_particle_021”! C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system “custom_particle_022”!

  • Missing textures in the map, you can see the pastebin.

  • Players unable to buy kevlar in spawn. I’ve told you this with reason, if you use a game_player_equip for players on spawn without equipping kevlar they will be unable to buy it. This is why I told you to equip them beforehand. Overall you do not need an active game_player_equip if this is complicated for you as any other game_player_equip with the flags “Use Only” will no longer equip a player with nothing on round start. This only applies to CS:GO.

Though you are copy pasting what was obviously done in Minas with those scripts and cascade shadow distance I’d recommend you actually know and understand what goes on in that map and why it was done beforehand. Throughout the map we were able to complete most of the levels. Complaints about the darkness and unable to see the slashes at the end of the few levels were there. I’d suggest looking into $color to boost the effect of the texture if necessary. Though the texture you use that’s textured blue tinted to look red should be a bit obvious that might be what’s causing the color to look faded. To note as well, Sprite as a shader is obviously not meant to be used for brushwork too. That was most of what I saw.

SK
@Sky1
📅 18 mai 2017#98

Hello,

Iwant to ask if you would add ze_surf_froyo_b4 to the maplist because i think its better then the previous maps like facility or danger… i didnt found any site there is a Official release so i uploaded it to zippyshare the bsp and nav file.

PW: @Mapeadores http://www82.zippyshare.com/v/zFbVabar/file.html

Greez Skyline

HI
@Hisoka
📅 18 mai 2017#99

SK
Sky1:
Hello,

Iwant to ask if you would add ze_surf_froyo_b4 to the maplist because i think its better then the previous maps like facility or danger… i didnt found any site there is a Official release so i uploaded it to zippyshare the bsp and nav file. Greez Skyline

b4 is outdated there is b8 and now even a newer one -> look the link below http://gamebanana.com/maps/195481 To the map it is actually a good map because you always get different surfs so its not always the same there are boss fights items and 7 stages so yea we should try it King Regards

PO
@Potti
📅 21 mai 2017#100

ze_paranoid_rezurrection_v11_9_ps12

http://fastdl.gflclan.com/csgo/maps/ze_paranoid_rezurrection_v11_9_ps12.bsp.bz2

pse port.

PO
@Potti
📅 24 mai 2017#101

ze_dreamin_v1_8

http://gamebanana.com/maps/193217

ze_lila_panic_escape_v2

http://gamebanana.com/maps/188021

PO
@Potti
📅 2 juin 2017#102

ze_surf_vortex_v2_3

http://gamebanana.com/maps/download/193218

ze_dreamin_v1_9

http://gamebanana.com/maps/download/193217

FireStarter
@FireStarter
📅 5 juin 2017#103

Map name: ze_evernight_a2_4c Map Size: 116 mb Spawn points: 64 Description (of an older version): GameBanana Download Link: ze_evernight_a2_4c.zip (downloaded from the PSE server)

I think that it’s an interesting map with 2 levels, 2 bosses (the one on the second level is quite original and challenging), human and zombie items, multiple paths, nice graphics/music …

This map has 6 human and 3 zombie items, so if it is going to be added it would be nice to also add MapTrack support for it. There’s and EntWatch cfg file packaged into the map’s bsp, if that may help.

PO
@Polanski
📅 6 juin 2017#104

Map name: Mirro’s_edge_v2 28 MB. Map Size: 28 Mb Link: http://gamebanana.com/maps/179392 Supongo que estará mal echo y mal optimizado porque hace 3 años que se hizo y no se ha visto por el sv, aunque molaría tener este mapazo de vuelta :3

PO
@Potti
📅 7 juin 2017#105

PO
Polanski:
Map name: Mirro’s_edge_v2 28 MB. Map Size: 28 Mb Link: http://gamebanana.com/maps/179392 Supongo que estará mal echo y mal optimizado porque hace 3 años que se hizo y no se ha visto por el sv, aunque molaría tener este mapazo de vuelta :3

i think, mirrors edge reborn has _p port.

JA
@Jakka
📅 18 juin 2017#106

ze_surf_froyo_lite_v1_5 Smaller version of ze_surf_froyo, this map consists of The final boss, lasers, surfing, a lot of holding and defending, multiple items for Humans and for Zombies. Has renamed particles and upon testing quite quickly, I spotted nothing really out of the ordinary, just one or two ramps you can get stuck on if you stay at the bottom of the surf ramps. Link: http://gamebanana.com/maps/195794

ze_roof_adventure_v6_5 Just an update on the previous roof adventure versions, changed particle names and a few gameplay changes. Link: http://gamebanana.com/maps/191768

SI
@sivi
📅 3 juillet 2017#107

Map name: ze_paranoid_rezurrection_v11_9_ps12

Download link (from GFL): http://fastdl.gflclan.com/csgo/maps/ze_paranoid_rezurrection_v11_9_ps12.bsp.bz2

HY
@Hydreigon
📅 3 juillet 2017#108

z9: https://dl.dropbox.com/s/44ttlrsu03gli85/ze_FFXII_Westersand_v7_z9.bsp.bz2?dl=0 .nav file: https://dl.dropbox.com/s/zofvrv1vk3rkht1/ze_FFXII_Westersand_v7_z9.nav?dl=0

I managed to work around ashe for every server so zr doesn’t detect the repeat killer by not only lowering the damage but changing the system. To compensate, I lowered the amount of health a zombie gets from heal and picking a zm item.

Also, I made the part before chaos not reliant on changing a cvar. Syoudous kind of has a point considering changing the aa to 1 affected both humans and zombies and some server may not have sv_airaccelerate whitelisted. Now, anyone who attempts to bhop may get punished and it only affects humans.

JA
@Jakka
📅 9 juillet 2017#109

Ze_Diddle_v2 Full change log is in the maps description in the following link; http://gamebanana.com/maps/195031

JA
@Jakka
📅 12 juillet 2017#110

Ze_Infiltration_final_r1 An update to the original infiltration from the Rules of _p people; Read the link for details http://gamebanana.com/maps/196141

OC
@octus
📅 8 août 2017#111

ze_castlevania_p1_2 http://gamebanana.com/maps/196481

JA
@Jakka
📅 8 août 2017#112

Ze_Tomb_Temple_v1_1 http://gamebanana.com/maps/196402 (Note, as said in the description, his is a test/early version so there might be bugs)

Ze_Fire_Temple_v2_2 http://gamebanana.com/maps/195858 (There is a comment about bad performance which could be an issue, have to test though)

JA
@Jakka
📅 8 août 2017#113

Ze_Tomb_Temple_v1_1 http://gamebanana.com/maps/196402 (Note, as said in the description, his is a test/early version so there might be bugs)

Ze_Fire_Temple_v2_2 http://gamebanana.com/maps/195858 (There is a comment about bad performance which could be an issue, have to test though)

Syoudous
@Syoudous
📅 9 août 2017#114

OC
octus:
ze_castlevania_p1_2

I did not test this immediately on release because I sort of know the mapper himself can be a bit… clumsy. Still in its current state there appears to be a few lingering issues that I’m waiting for to be polished out. Hopefully looking to test this in the weekend if he manages to fix the last few things!

![None](https://mapeadores.com/letter_avatar_proxy/v3/letter/j/47e85d/40.png) Jakka: 

Ze_Tomb_Temple_v1_1 Ze_Fire_Temple_v2_2

Tested a v1_2 version of tomb temple with the mapper and had a few tiny tidbits left he wanted to do before it could be added. That and missing particle textures themselves from a small goof he did.

Fire Temple v2_2 has been on rotation.

LA
@Lazy_Cat
📅 29 août 2017#115

Map name: ze_ultimate_autism_b2; (Author: Hitachi (Hichatu)) Link: http://mapeadores.com/temas/ze_ultimate_autism_b2-by-hichatu.18120/

MO
@MOULOUD_SHEPARD
📅 19 janvier 2018#116

ze_project_alcaria_v3

https://gamebanana.com/maps/194003

MO
@MOULOUD_SHEPARD
📅 19 janvier 2018#117

ze_project_alcaria_v3

https://gamebanana.com/maps/194003

MA
@Malala
📅 3 février 2018#118

Updated Bioshock version https://gamebanana.com/maps/187790

MA
@Malala
📅 4 février 2018#119

https://mega.nz/#!Ec4EmTpZ!zLrreYwRu1r2LE8F5fpA3YngenN65l3aI6xndu4OqDw ze_deadcore_v1

Mapper’s changelog "Bug fixes

  • Fixed a problem that Stage D boss attack stopped

Specification change · Stage B Last, make the player transparent for a certain period of time, change so that visibility is not obstructed by the grenade · Stage D Last changed to prevent zombies from decelerating with laser from behind · Fine adjustment of Stage D boss attack speed · Adjust the HP of the Stage D boss to 1.08 times Adjust the brightness of the entire map"

WA
@WarKnock
📅 7 mars 2018#120

map name: ze_licciana_escape_zrgbr_b3

https://gamebanana.com/maps/196224

  • Edited map with levels, lasers, boss fight More lasers, more fun LUL

(edit: I apologise for the text that was there. I had to translate the page and it also translated the english text I wrote there :(( )

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