Jaffa
5 Jan 2009, 08:36am
This map has been on our servers for a few months now, and has proved popular with our players, to the extent that more often than not it will be on either or both the escape servers whenever you check.
Unfortunatly, i believe that, unlike maps such as ze_blackmesa and zm_atixhelicopter (which are popular due to their balance, gameplay and visuals), ze_sst is popular because its easy to kill zombies, and its end base is human-sided. In fact, zombies only ever usually win by getting a good spawn amongst lots of humans, or (which happens more often) by stabbing the humans through the floor of the shuttle.
I do not know if bill smauz intends to carry on working on this map, or if SDtielvdeo will suddenly return, but i thought i would list what changes i would like to see, listed under visuals and gameplay (in which i will discuss balance).
Visuals:
The map isn't particulary pretty. Textures are same throughout, skybox is bright and basic. The map could do with more variation, different scenary, lighting, heights (those ledges barely count as giving a different perspective). I don't remember the original being any different either though, but it might be nice to see some vegetation/debris (i.e. from fighting, discarded equipment, shell craters). The base looks pretty good (i definatly like the change in the main door, so it is actually defensible), so i don't see much major change there, and the same with the ship. Visuals are probably the least important of the factors i listed. Lastly, the giant block near the end thats players have to shoot (unless they ar eon the side paths) looks pretty silly, and definatly needs some change!
Gameplay
Currently, the map 2 different begining paths (with one sub-path as the tram), which then merge into one main route (with the ledges as 2 sub-paths). This means that by the end, all the players will be forced into this one path, and it is here where zombies are usually picke doff by humans out of reach on the ledges. This usually happens as the zombies which climb the ledges are usually killed up there, and any zombies that spawn in the tunnel, and don't leave a human to start the car, are forced to climb a wall which leaves them behind the humans which tooks the other route.
I suggest the addition of further routes:
Bug tunnels under the map (which have multiple exits and tunnels that crossover with others)
Make the tram take its occupants to a higher ledge, which could have some platforms for people to climb up/down (or even some vines/climbing wall) to act as ladders
Replace the current tunnel with another canyon route to vehicules, but which takes longer than the main route to reach (maybe using breakable rocks to block the path).
When you reach the end of the current map, the base is set so that two of its walls are next to cliffs, and therefore inaccesible. I guess this is because the fort was made without walkways on those two sides (as it was also positioned like this on the original).
I suggest:
Moving the fort into the middle of an open area, maybe with some ditches/dips/hills/rocks to give the zombies some cover. The multiple routes i listed would then lead into this area from different directions.
Access to the fort, currently the main door and the boxes, could maybe be extended with access from two tunnels. One would be a 'secret' route and could come up inside the building (in the fort), but which could easily be defended by blocking it with drinks machines/a human. The other could be a hole that opens inside the base shortly after the ship lands (like in the movie), which would give zombies access to the base (maybe have the hole collapse a wall as well), and would set up a final showdown.
Lastly, the base to the ship needs to be edited so zombies can't stab through it!!!
I hope this is ledgible (and readable!), and any extra ideas/suggestions/views from others are welcome. I would like to know if there are any plans to continue editing the map, as i have heard that it had been put on hold, especially with the release of ze_omega.
Unfortunatly, i believe that, unlike maps such as ze_blackmesa and zm_atixhelicopter (which are popular due to their balance, gameplay and visuals), ze_sst is popular because its easy to kill zombies, and its end base is human-sided. In fact, zombies only ever usually win by getting a good spawn amongst lots of humans, or (which happens more often) by stabbing the humans through the floor of the shuttle.
I do not know if bill smauz intends to carry on working on this map, or if SDtielvdeo will suddenly return, but i thought i would list what changes i would like to see, listed under visuals and gameplay (in which i will discuss balance).
Visuals:
The map isn't particulary pretty. Textures are same throughout, skybox is bright and basic. The map could do with more variation, different scenary, lighting, heights (those ledges barely count as giving a different perspective). I don't remember the original being any different either though, but it might be nice to see some vegetation/debris (i.e. from fighting, discarded equipment, shell craters). The base looks pretty good (i definatly like the change in the main door, so it is actually defensible), so i don't see much major change there, and the same with the ship. Visuals are probably the least important of the factors i listed. Lastly, the giant block near the end thats players have to shoot (unless they ar eon the side paths) looks pretty silly, and definatly needs some change!
Gameplay
Currently, the map 2 different begining paths (with one sub-path as the tram), which then merge into one main route (with the ledges as 2 sub-paths). This means that by the end, all the players will be forced into this one path, and it is here where zombies are usually picke doff by humans out of reach on the ledges. This usually happens as the zombies which climb the ledges are usually killed up there, and any zombies that spawn in the tunnel, and don't leave a human to start the car, are forced to climb a wall which leaves them behind the humans which tooks the other route.
I suggest the addition of further routes:
Bug tunnels under the map (which have multiple exits and tunnels that crossover with others)
Make the tram take its occupants to a higher ledge, which could have some platforms for people to climb up/down (or even some vines/climbing wall) to act as ladders
Replace the current tunnel with another canyon route to vehicules, but which takes longer than the main route to reach (maybe using breakable rocks to block the path).
When you reach the end of the current map, the base is set so that two of its walls are next to cliffs, and therefore inaccesible. I guess this is because the fort was made without walkways on those two sides (as it was also positioned like this on the original).
I suggest:
Moving the fort into the middle of an open area, maybe with some ditches/dips/hills/rocks to give the zombies some cover. The multiple routes i listed would then lead into this area from different directions.
Access to the fort, currently the main door and the boxes, could maybe be extended with access from two tunnels. One would be a 'secret' route and could come up inside the building (in the fort), but which could easily be defended by blocking it with drinks machines/a human. The other could be a hole that opens inside the base shortly after the ship lands (like in the movie), which would give zombies access to the base (maybe have the hole collapse a wall as well), and would set up a final showdown.
Lastly, the base to the ship needs to be edited so zombies can't stab through it!!!
I hope this is ledgible (and readable!), and any extra ideas/suggestions/views from others are welcome. I would like to know if there are any plans to continue editing the map, as i have heard that it had been put on hold, especially with the release of ze_omega.