[map] ze_XBLAH_silo_b2

[map] ze_XBLAH_silo_b2

Re: [map] ze_XBLAH_silo_b2 Posted by xblah on Sun Nov 22nd 2009 at 8:43pm
xblah
4 posts
Posted 2009-11-22 8:43pm
xblah
member
4 posts 390 snarkmarks Registered: Dec 20th 2007 Occupation: Level and Model Designer Location: Brazil
This is a a discussion topic for the map "ze_XBLAH_silo_b2" by xblah which can be found here

Map description:

During the Cold War II, an atlantic island is known to possess a high mortal virus. A special team of military as civilians is sent to get a sample of the virus and destroy the rest, but of member of their team got infected.

Human's Objective:
Get out of the island before the nuke arrives and prevent any further infections.

Zombie's Objective:
Infect all humans and spread the infection around the world.

Other Notes:
There is one rescue aircraft at the surface. Don't try to leave the island swimming.

This is the second version of ze_xblah_silo and no important bugs are known. If you find any, please report it to me ASAP. Hope you like the map.

It basicaly cointains 5 sections: The first one you must defend 3 elevator holes before it arrives. The second one is a warehouse, where you must climb the shelves to get to the next area. The third one is just a flooded area. In the fourth one you must defend the silo elevator before it comes down. This elevator will lead you to the fifth and final area, where you must defend the landing zone.

Map screenshots:
Loading embedded content: Map #3258
Re: [map] ze_XBLAH_silo_b2 Posted by tnkqwe on Thu Nov 26th 2009 at 8:33pm
tnkqwe
560 posts
Posted 2009-11-26 8:33pm
tnkqwe
member
560 posts 684 snarkmarks Registered: Mar 31st 2007 Occupation: High school student Location: Bulgaria
Work on the map.It will look even better if it was for HL1...
Never think about bad things!
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Re: [map] ze_XBLAH_silo_b2 Posted by Riven on Thu Dec 24th 2009 at 6:09am
Riven
1640 posts
Posted 2009-12-24 6:09am
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I've played zombie game maps for CSS a little while ago and had a blast with them, -and then L4D came out, and I never looked back :p But seeing this one, and looking back now, I can see the difference and the attraction people still have for them. They are extremely entertaining, because these maps dealt with teamwork, and when you had a team of 12+ CTs trying to escape or unlock some door or whatnot, you'll begin to find the leaders of the group show themselves (mics are a plus). with the 'escape' mode type maps; I found those to be the most fun, because a lot of people would get left behind for laughs. As soon as the pre-timer count-down gave way, everyone would rush for the first door. -And because CSS doesn't have pushable hitboxes for allies on the same team, you'd basically have this wall of CTs or Ts trying to get through this tiny door, while a horde of zombies behind them were gaining ground. -Exciting stuff! I haven't gotten the chance to play this map on a server yet, but running around it and checking out the path to survival, I found it will probably be extremely fun. I think the layout is pretty well thought-out, but the detail may could use some work. Some of the halls look as though they were ripped off some other CSS map I've seen before. The halls with the indented light on the floor -that effect. That's not a big deal really; it looks cool, and if you made it your own, more power to ya

Some of the spaces seem kind of bare TBH. The 'warehouse' room as I will call it, is just basically a square room with those shelving models blocking out the path. I suppose it works great for gameplay, but there's nothing interesting going on with the textures. Trim textures are a great way to add detail. Also that space with the hole in it (the one with the grating surrounding it) that space needs more detail. It just looks like a bare space with meant only to extend the trip to the surface. I think it could use more love and attention to detail as well. And finally the outdoor portion could use a 3D skybox. it reminds me of the old TF_2fort layout. nothing going on on the sides, and nothing beyond either. Could at least add some detail or buildings, or mountains; something to give semblance to a larger world.

Other than those points, I think it was really well done with the lighting and layout. I'm glad you also took into account the sounds; those helped a lot.

I really liked it, and I hope I'll come across it on a server eventually.
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