zm_crw_nucleararc_b1tfix (updated)

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zm_crw_nucleararc_b1tfix (updated)

Post by Crowskie »

Well, this is the first beta releast of my first map. I've been workin on it for a while and have re-done it several times. I know there are some bugs, but I really want some feedback.

The "theme" is that there has been a Nuclear war, and the VIPs are locked away and a team of CTs and Civilians have to check out the damage done to the shelter before the VIPs can leave.

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Any feedback is welcome.



Edit: Download is a few posts down. :!:
http://www.zombiemod.com/forums/viewtop ... =5354#5354
Last edited by Crowskie on Sun Sep 10, 2006 9:07 pm, edited 4 times in total.
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Post by ShellShock »

Looks sweet, might put it on my server. :D
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Post by Crowskie »

Thanks for the feedback. I really hope it plays well. I tried to give the CTs a slight advantage to even out the fact that Zombies tend to win. Plus the Ts and CTs kinda spawn in mass, so there should be no shortage of zombies. If you do decide to run it, let me know the good and bad, please. I'd really appreciate it.
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Post by sheryip »

wheres the dl link
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Post by Crowskie »

Edit: New file below.
Last edited by Crowskie on Sun Sep 10, 2006 8:56 am, edited 1 time in total.
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Post by Grey Echo »

Very well done. I think it deserves an official seal...because it's already got mine. :)
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Post by sheryip »

played it for 10min on my server . they didnt like it too much so it got voted out.

not sure why
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Post by Crowskie »

Did you notice if there was any problems as far as overused camping spots and such? I really want to make this map good, and I really need feedback.
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Post by icebreaker »

The ceiling in the room with the boxes is a bit too low, make it a bit higher.
There's another room with all boxes, it's bit a maze when you run into it ^^ but if you run through it, it ends up in a dead end :shock: shouldn't there be another way out ? :)
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Post by Crowskie »

icebreaker wrote:The ceiling in the room with the boxes is a bit too low, make it a bit higher.
There's another room with all boxes, it's bit a maze when you run into it ^^ but if you run through it, it ends up in a dead end :shock: shouldn't there be another way out ? :)
There is a vent that leads back to the front of the room. I was gonna extend that to go somewhere else, but I wanted to make sure that it wasn't one of those god-like camping spots.

How much higher does the roof in the box room need to be, in your opinion? I was trying to keep it low so that the biggest boxes were harder to get onto. The intention for that room was to have a holdout point at the far end similar to the snowman in lila_winter(?), but in an inclosed area.

In the maze, I am going to add exits at a few points that go to the box room, first level, ect, but I wanted to make sure that none of the spots in that room made it impossible for zombies to get to humans before I cut into the walls to much.

Any comments on visuals, or anything like that? Any ideas on how to improve anywhere else?



Thanks for the feedback, I appreciate it. :D
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Post by icepick66 »

No buy zone for t's i found annonying
Zombie server: 136 maps, 36 slots, fast download, Intelebot, Anti spawn camping!
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Post by Crowskie »

really? It worked when I tested it with bots. I'll fix that in a sec.


Edit: Sorry about that guys. I feel really dumb, lol. I fixed the T buyzone problem (value got reset to 0) and I raised the celiing height in the box room a bit. Agian, sorry, I hope it doen't effect people's opinions of the map.
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Post by Grey Echo »

I don't see how it could. Expect a few things here and there, that's all. Don't be too hard on yourself because I think it's a great map...if I could get my server back online I'd sure host it anyway. :)
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Post by Crowskie »

Grey Echo wrote:I don't see how it could. Expect a few things here and there, that's all. Don't be too hard on yourself because I think it's a great map...if I could get my server back online I'd sure host it anyway. :)
I'm just a bit nervous because I put alot of work into it so far, is all. I pissed my girlfriend off because I'd lay down with her till she fell asleep and get up and map some before I went to sleep, lol.
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Post by Crowskie »

Ok, I'd like some people's opinions on a few things.

I had a rough time with the layout of the barracks. I wanted to make it look like people were rushed into this old cold-war era bunker at the last minute, so I figured matresses would be more likely to be seen than actual beds. I thought about doing bunk beds, but I had the feeling I'd need to redo the room anyways, so I stuck with my original idea. I did, however, like the way the bathroom turned out, and I was thinking of putting in a drop ceiling with breakable tiles(I think that would be an awsome addition to an office map, btw).

For the mess hall, what I intended to do was have alot of tables and benches to baricade the walls, but I couldn't find a health or strength setting so they would still be breakable. Does anyone think that would be a good idea? I can always make them static and it can be an open room with obstacles. I also thought of raising the stage to above jumping height, which would make a weak holdout point to compliment the kitchen.

For the maze room, any advice on making vents that arent massive camp spots? I was actually thinking of doing tunnels as well. I know I want to connect one side to the box room, and connect the top level to a spot in there as well. I was also thinking of making a trap door with a tunnel that runs to the the kitchen right inside the door.

The box room, I THINK should play well, and it was my favorite part of the lower floor of the map. Still, I am open to suggestions.

As far as the top floor, I would love to hear any suggestions, but I'd really like to keep the look and feel.
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