View Full Version : Zp_biofactory
06-28-2004, 04:37 PM
zp_biofactory is in the attachment below. it is [957 KBs] in size, and in .zip form.
(screenshots can be found HERE (http://buyitem.net/~tweek/jimmeh/ipb/index.php?showtopic=100))
[NOTICE: VERSION 2!!! B)
-=> Large # of players only, for best play experiance! <=-]
06-28-2004, 04:40 PM
I'll put it on the server now =D
06-28-2004, 05:45 PM
//Ren + Stimpy reference
[edit - be sure to change the map to zp_biofactory, as well, so we can play it right away!]
06-28-2004, 10:39 PM
O Lab is less campable due to:
- A zombie-only vent leading in directly, from the ceiling
- Less shotgun ammo
- Removed the ammo box; changed the 9mm pistol clip into a 9mm AR clip (from 10 rounds to 30, basically)
- Medpack on the ground to avoid the "i have the high ground and you dont!" possibility; as well as making it more visible
O Removed the Underslung grenades.
O Removed some of the .357 (or was that .375?) ammo in the firing range armory
O Removed the 9mm box ammo and changed it into the 9mm AR clip
O Made ANOTHER zombie-only exit from their spawn, now over the indoor pit of death. Pit of death still has the grenade on the grating. To stop early-game zombie rushing, there are 2 func_breakables, with 800 HP each.
O Made some crates drop things (medpack/battery); made some crates non-entities (so you can't destroy them) And altered some crates to have items placed on top of them
O There are only two shotguns on the map.
O A stachle charge is near the outdoor zombie spawn! Get it, and weaken the two breakable crates nearby so you can open a new escape route!
06-29-2004, 12:25 AM
i saw the screenshots, and it looks good, but the general impression i got was that it was great for survivors, as they could just sit in big wide open spaces and shoot anything they heard?
Yeah, we ended up doing that.
All the ammo and weapon spawns, it was easy.
Version 2 sounds better.
Version 2 is now on the server..
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