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View Full Version : ze_crisscross_alpha1 - Needs testing, Don't know where



Jack Napier
19 Jul 2008, 04:23am
Completely removed version 1. Or you can still call v1 v2. Whatever, I'll say v2


EDIT!! Version 2 finished, try it out. Pics on page 2 are slightly off due to changing the lighting a lot.

http://rapidshare.de/files/40068248/ze_crisscross_v2_b1.bsp.html



Disregard the attachment.

*Queen VenomousFate*
19 Jul 2008, 05:20am
From The Picture You Posted Of Your Map I Am Very Interested In It.
Although I Would Like To Make 3 Suggestions And Maybe Add Some More On Latter When I Play It.

Also I Am Basing These Three Suggestions Based On The Picture You Provided, So If There Are Other Unseen Parts Or You Plan To Add Some Of These Things Then Just Disregard Them. Also I Know This Is Just In Alpha Testing, But I Just Wanted To Comment.

1. A More Darker And Enclosed Space, Such As Putting All Pathways In Their Own Hallway, This Is Much More Realistic And It Is More Fun, I Don't Want Zombies Falling On Me From A Whole Nother Part Of The Map lol.

2. Use Less Ladders When Changing Map In Height (If The Two ladders I See Are It Then You Are Probably Good, I Am Just Guessing There Is More), When You Are Constantly Climbing Up Ladders To Escape From Zombies It Is Very Hard To Win For CT's, And When You Do Use Ladders Try To Make It As Wide As You Can Because We Need To Be Able To get 30 People Up It Quickly

3. Not To Stiffle Your Creativity But Making Maps With Some Linear Streches In Zombie Escape Usually Proves More Successful. Maps With Way To Many Twists And Turns Just Make It To Easy For The Zombies Since Humans Never See Them Coming. Most Very Succesful Maps Have Long Straight Sections To Allow For Humans To Hold The Zombies Back, AKA Boatescape, Island Escape, Black Mesa, Jurrasic Park, Lost World etc etc etc.
I Am Not Saying That You Have To Throw Away This Map Concept Because It Is Too Tiwsty, Just Make Sure There Are Some Distinguishable, "Hold Points" So Humans Have A Chance

I Like The Concept You have Laid Out In This Map And I Think It Is Looking Very Good So Far, But I Figured Instead Of Just Telling You That I Would Give You Some Constructive Criticism To Help Your Map.

Good Luck

Edit: For Your Testing Issues, Your Best Bet Is To Get On Vent Someday, Create Your Own Server At Home And Get Some People To Join Your Server From Our Vent. Then Once You Have Fixed It Up From That Session, We Can Probably Begin To Think About A Test Run On Our Zombie Server Since People Usually Enjoy Testing Maps Out, But You Will Have To Talk To An AO About That.

Jack Napier
19 Jul 2008, 03:43pm
I've specifically made walls in certain places to prevent cross-jumping, and in some places to prevent zombies from being shot off and provide challenge. There is one long ladder inside that vertical yellow rustic square in the background, I'ma change that to make it more interesting.

As for the home server, I'm on wireless and can only let 2 people max play it at a time with me, maybe I'll plug in my 70ft cat5. I'll edit the map and add you to friends when I see you and let you try it out. I enjoy cinema, and as such seeing all the action from any point is pretty cool to me.

*Queen VenomousFate*
19 Jul 2008, 04:57pm
I've specifically made walls in certain places to prevent cross-jumping, and in some places to prevent zombies from being shot off and provide challenge. There is one long ladder inside that vertical yellow rustic square in the background, I'ma change that to make it more interesting.

As for the home server, I'm on wireless and can only let 2 people max play it at a time with me, maybe I'll plug in my 70ft cat5. I'll edit the map and add you to friends when I see you and let you try it out. I enjoy cinema, and as such seeing all the action from any point is pretty cool to me.

Go For It, Because I Doubt The AO's Will Throw An Alpha Map On Their Server, Maybe We Can Try On It On Our Testing Server Though, Although I Believe That Is Currently Zombie Horde.

Jack Napier
19 Jul 2008, 10:38pm
Doesn't matter, made it tons better, i'll get the server started with sv_alltalk. I could disable the last button(kill rest of map) if you could put it on zombie horde. I'll add you to friends on steam.

*Queen VenomousFate*
19 Jul 2008, 11:31pm
Doesn't matter, made it tons better, i'll get the server started with sv_alltalk. I could disable the last button(kill rest of map) if you could put it on zombie horde. I'll add you to friends on steam.

Ok, I Am Still Waiting

Jack Napier
19 Jul 2008, 11:47pm
New map download, disregard first one.
http://rapidshare.de/files/40043725/ze_crisscross_v1.bsp.html

I already added you Venom, you need to accept. >:( Or if's it's messing up find my in the SG group, "Jack Napier" yadda yadda.

barackobama
20 Jul 2008, 01:42am
Looks interesting....

Very big!

Jack Napier
20 Jul 2008, 03:20am
Looks interesting....

Very big!

Thanks. New update.

VERSION 1
http://rapidshare.de/files/40043254/ze_crisscross_v1.bsp.html

Jack Napier
20 Jul 2008, 07:11pm
Updated OP.

VERSION ONE IS HERE

http://rapidshare.de/files/40043725/ze_crisscross_v1.bsp.html

Psyche
21 Jul 2008, 01:50am
Played it with Venomous, its cool, a little short though.

Jack Napier
21 Jul 2008, 01:43pm
Venom said to make the paths wider which is what I'm going to do, but he also said leave it as(length-wise) it because he likes the concept and it hasn't been done before. If it's tested on a server and deemed too short, I'll make it longer with a running stretch of tunnel.

Jaffa
22 Jul 2008, 04:53am
I'm currently afk till probably friday, but i'll have another look at it then :D

Jack Napier
23 Jul 2008, 08:40am
Just wanted to say, Version2 is a whole lot better than version1

And watch out for those landmines.

EDIT!! Version 2 finished, try it out.

http://rapidshare.de/files/40068248/ze_crisscross_v2_b1.bsp.html




http://img230.imageshack.us/img230/5435/1spawnui4.th.jpg (http://img230.imageshack.us/my.php?image=1spawnui4.jpg)

http://img225.imageshack.us/img225/2415/2tunnelkl8.th.jpg (http://img225.imageshack.us/my.php?image=2tunnelkl8.jpg)

http://img230.imageshack.us/img230/8236/3ctspawnoutsidebu6.th.jpg (http://img230.imageshack.us/my.php?image=3ctspawnoutsidebu6.jpg)

http://img360.imageshack.us/img360/602/4crisscrosscj2.th.jpg (http://img360.imageshack.us/my.php?image=4crisscrosscj2.jpg)

http://img225.imageshack.us/img225/7232/5manholedt4.th.jpg (http://img225.imageshack.us/my.php?image=5manholedt4.jpg)

http://img230.imageshack.us/img230/4365/6shaftvp2.th.jpg (http://img230.imageshack.us/my.php?image=6shaftvp2.jpg)

http://img360.imageshack.us/img360/4158/7tunnelsrf0.th.jpg (http://img360.imageshack.us/my.php?image=7tunnelsrf0.jpg)

http://img225.imageshack.us/img225/4201/8bridgepanpu8.th.jpg (http://img225.imageshack.us/my.php?image=8bridgepanpu8.jpg)

http://img225.imageshack.us/img225/6024/8blockadecg4.th.jpg (http://img225.imageshack.us/my.php?image=8blockadecg4.jpg)

http://img360.imageshack.us/img360/144/9finalstandhv5.th.jpg (http://img360.imageshack.us/my.php?image=9finalstandhv5.jpg)

Mammal
26 Jul 2008, 11:29am
Looks nice, square though.

*Queen VenomousFate*
26 Jul 2008, 01:31pm
Ooo wow Jack, I really like the work you put into this map, once i know how to upload maps to the server I will upload it as a test map onto escape so you can test it with 40 people and then add finishing touches.

themaster
26 Jul 2008, 10:12pm
Seems pretty good except for the part where zombies can stack and jump from right above the very last place (right at the lift) and drop down on humans.

Jack Napier
26 Jul 2008, 11:03pm
Gonna fix the jumping-down part, elevator heads thing, the barricade boxes, and make the manhole a defense point. Also gonna make certain lamps brighter, and the ladders more manageable.

Map will be fixed within the next couple days when I'm not burnt out with everything.

Joeytron
26 Jul 2008, 11:09pm
I thought it was pretty tight

Suri
27 Jul 2008, 07:57am
I also thought it was really nice. And I think once you make the changes it will be even better.

Jack Napier
27 Jul 2008, 05:11pm
Thanks for the support guys.

Jack Napier
27 Jul 2008, 09:23pm
BLAH!

Jack Napier
29 Jul 2008, 02:27am
Here's revision 3.

Changes:
-Buyzones!!!! pussies.
-No gundrops.
-Added breakable barricades to slow down the potential zombie walkway.
-Fixed the Manhole console messages, and made it open 10 seconds sooner.
-Added a zombie dropbox for the manhole defense spot so zombies don't fall and go back to spawn.
-Added walls on one side of the walkways.
-Eliminated all the shortcuts I could see.
-Made it a bit brighter.
-Made the elevator bigger.
-Removed landmines so humans don't die when the zombies are close to them.
-Added arrows for direction of running.

Joeytron
31 Jul 2008, 08:14pm
just played the new version, good job. second dropbox very nice haha

imkrazie
31 Jul 2008, 08:18pm
I'm sorry to see buyzones come back in...it made for an interesting twist.

Last time I played the elevator timing was still off, might want to check that.

Jack Napier
31 Jul 2008, 10:19pm
Well I figured it like this: The people who still mouse their buys will be farther behind than the people who don't. And I if you're referring to v2_b2's elevator I fixed that I'm pretty sure.

Edit: If anyone notices a certain walkway being faster than another, tell me. I'm mainly concerned about the main terrorist exit.

Jack Napier
9 Aug 2008, 11:59am
Fixed elevator thingy.

button had a delay reset set to 30, i put -1 to fix it. Damn simple errors.