Maybe at this as a Nemesis map, because if I remember correctly, it was very CT sided and had a major skip which ruined most rounds.Map name: ze_paradise_v1
Map download link: I can't link yet, but it is on GameBanana. (/maps/59866)
Map size: Idk
Stages/items?: I don't remember
Reason to add: It was one of my favorite Zombie escape maps 10 years ago, and i haven't seen it in many years.
Would love to see this map added, along with all the other forgotten classics.Map name: ze_paradise_v1
Map download link: I can't link yet, but it is on GameBanana. (/maps/59866)
Map size: Idk
Stages/items?: I don't remember
Reason to add: It was one of my favorite Zombie escape maps 10 years ago, and i haven't seen it in many years.
It worked out well enough on some servers where the zombs spawn quick and near to the CTs. Of course once a few CT made it inside the volcano it was a ez win. Perfect candidate for NemesisMaybe at this as a Nemesis map, because if I remember correctly, it was very CT sided and had a major skip which ruined most rounds.
It worked out well enough on some servers where the zombs spawn quick and near to the CTs. Of course once a few CT made it inside the volcano it was a ez win. Perfect candidate for Nemesis
Who Said BioShock test this week ?Map: ze_bioshock_v7
Link: https://gamebanana.com/maps/187732
Changelog:
General:
* Issue where Little Sister could permanently lose her own buff
* Updated spawn imagery
* Crossfade doesn't start from silent on first song of each round
* Possible to not pick up gene tonic
* Tonics may not kill ct
* Fix gravity well slingshot
* major lighting improvements including AO and HDR
* Plasmids
* Electro Bolt 3
* Stun duration 5s->4.25s
* Lifetime 62->5.5s
* Backported v6_2 logic optimisations from csgo version
* Changed volume of Big Sister 10->8
* Update secret skin options
Stage 2:
* Fixed 1999 rock wall visibility in Fort Frolic Entrance
Stage 4:
* Hard new music
* Fix missing music post-boss
* Easy: fix no music
* Wrong timer on easy elevator doors
* (easy, maybe hard too): first tp not activating for zms (maybe humans too)
* Fix first AFK teleport not activating
1999:
* Adjusted first AFK teleport destination for better cover
* Columbia minor visual improvements
Hopefully my final ever version. I want to finish this for good before I move to the other side of the world as probably wont have the time.
hello, 120 minutes round time seems a bit excessive you know.Map name: ze_surf_dark_fantasy_b1
Map download link: gamebanana /maps/205855
Map size: 167 MB
Stages/items?: 1 stage (random part) + true end(add about 50-60 minutes gameplay); item gravity, wind, heal, electro, zdroper, zheal, zfire
Reason to add: new map
604: models\darkerz_mapper\ze_surf_dark_fantasy\player\emilia.mdl (RES_FATALIFMISSING | RES_PRELOAD): 40026 refs, first 0.00 mru 0.00
605: models/darkerz_mapper/ze_surf_dark_fantasy/player/emilia.mdl (RES_FATALIFMISSING | RES_PRELOAD): 35416 refs, first 0.00 mru 0.00
606: models\darkerz_mapper\ze_surf_dark_fantasy\player\inori.mdl (RES_FATALIFMISSING | RES_PRELOAD): 23197 refs, first 0.00 mru 0.00
607: models/darkerz_mapper/ze_surf_dark_fantasy/player/inori.mdl (RES_FATALIFMISSING | RES_PRELOAD): 5197 refs, first 0.00 mru 0.00
608: models\darkerz_mapper\ze_surf_dark_fantasy\player\lightyagami.mdl (RES_FATALIFMISSING | RES_PRELOAD): 37174 refs, first 0.00 mru 0.00
609: models/darkerz_mapper/ze_surf_dark_fantasy/player/lightyagami.mdl (RES_FATALIFMISSING | RES_PRELOAD): never used
"ZE_Surf_Dark_Fantasy_Models"
{
"models\darkerz_mapper\ze_surf_dark_fantasy\player\emilia.mdl" "1"
"models\darkerz_mapper\ze_surf_dark_fantasy\player\inori.mdl" "1"
"models\darkerz_mapper\ze_surf_dark_fantasy\player\lightyagami.mdl" "1"
}
"ZE_Surf_Dark_Fantasy_Models"
{
"models/darkerz_mapper/ze_surf_dark_fantasy/player/emilia.mdl" "1"
"models/darkerz_mapper/ze_surf_dark_fantasy/player/inori.mdl" "1"
"models/darkerz_mapper/ze_surf_dark_fantasy/player/lightyagami.mdl" "1"
}
if your trigger_teleport origin is in the void, you simply need to make a nodraw brush at that origin. it will fix the 'leak'if not to use the nowdraw box, the compiler swears at trigger_teleport, which captures two or more areas. modelindex fix: restart map. in later versions I will correct these bugs. Now you need to test hp bosses and maybe other bugs