View Full Version : Release: ZP_Dusk_ALPHA
Guerilla
01-22-2008, 02:56 PM
this is strictly an alpha release, it does not represent the final product of course, its a good idea of what the final MAY look like but, its large, fun, spooky and to my knowledge bug-free
http://halflife2.filefront.com/file/;86096
http://files.dodnetwork.com/users/208/images/zps_dusk_b10001.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10002.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10003.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10004.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10005.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10006.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10007.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10008.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10009.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10010.jpg
Guerilla
01-22-2008, 03:00 PM
see you guys in-game, anyone willing to host my map for a fun little playtest?
im behind a hefty firewall so i can't host a listenserver
Xolso
01-22-2008, 08:51 PM
looks good, hopefully gamesyn or hl2files server will put it up in the next day or so
fuzi0n
01-22-2008, 09:54 PM
what sky did you use?
Sacmo
01-23-2008, 05:33 AM
Ill host your map for u on Sacmo's Kill house
IP: 69.31.15.12:27015
Guerilla
01-23-2008, 06:45 AM
cool, when will your server be up? im at work right now for another 8 hours, so when i get back hopefully we can playtest, i need suggestions ingame
Guerilla
01-23-2008, 06:46 AM
what sky did you use?
borealis01, why? you like it?
Phear
01-23-2008, 07:04 AM
ill pt your map if someone sets a server up
Guerilla
01-23-2008, 07:08 AM
???? i wish i was home not @ work so i cud test it with you guys lol i hope in 8 hours youll still have it up on a server somewhere
fuzi0n
01-23-2008, 10:52 AM
borealis01, why? you like it?
dunno, my skies are all way to light.
Guerilla
01-23-2008, 11:11 AM
i like the borealis skybox, its a sunset type skybox, my map takes place at dusk, so it fit well
Sacmo
01-23-2008, 11:27 AM
cool, when will your server be up? im at work right now for another 8 hours, so when i get back hopefully we can playtest, i need suggestions ingame
Its a dedicated server so hop on and have everyone vote it :) have a good one buddy!
And its now on the server!
Guerilla
01-23-2008, 11:51 AM
sweet thanks, when i get home you guys better vote to play my map or ill bite ya!
brains!
j/k
lets see, prob a good 2-3 hours before i get home, dam
Sacmo
01-23-2008, 12:11 PM
we just played ur map some people were saying the blue doors are too small or something, i dunno maybe you do? anyways they said it was a decent map good work on it though.
I am going to add it into my map rotation list, keep up the good work!
Guerilla
01-23-2008, 12:24 PM
the doors are a bit small ive noticed, its an alpha lol, but hey they work and you dont get stuck in em atleast right? they are made small so humans trying to run away may get caught up and munched down on
i hope ppl like it cause its only going to get better in future releases
heres a small list of whats to come:
Traps, 2nd floor
more detail for sure, optimisations, hints occluders...etc
bigger doors...lol
soundscapes, more ambient noise.... bug fixes if any
when i get home n play i wanna hear your 100% honest opinions and suggestions to improve upon, see you guys ingame, soon
Guerilla
01-23-2008, 03:20 PM
hey so im home now, who wants to play my map with me?
someone load a server up or sacmo change ur servers map :-P
Sacmo
01-23-2008, 04:13 PM
Hey when u get back msg me on steam.
The_erb_bowl@hotmail.com and tell me ill get it going whenever ur ready.
Guerilla
01-24-2008, 06:54 AM
hey guys so heres what ive fixed/changed so far:
- Closed off the outside fence, made the field inaccessible
(i had complaints it was unfair for zombies) so i in turn widened the perimeter of the fence
- Reduced props, boxes barrels (had complaints of clutter)
- working on physics traps
- working on optimising, detailing
- Added more magnum ammo, there was too little
soon ill be working hard on the 2nd floor, for the 2nd floor its gonna be mostly inaccessible, only a few rooms and hallways
(ive had suggestions that the map is already too large, so the 2nd floor will be small)
I'm shooting for saturday a beta release with all these fixes and additions
FF|Skyrider
01-24-2008, 07:09 AM
Mirror:
http://halflife2.filefront.com/file/Zombie_Panic_Source_Dusk_Map;86049
Guerilla
01-24-2008, 07:18 AM
sweet thanks, ya might have to update the link this weekend when i release beta...
btw what kinda physics traps wud you guys like to see?
Guerilla
01-25-2008, 07:28 AM
hey again guys, heres an update on the next release:
Im predicting by tonight or tomorow night i will release my beta version of the map
Changes:
- Optimizations
- More hiding spots (this was requested)
- traps for zombies, but can be used against survivors too
- more detail
- less outdoor area, humans had a large advantage outdoors, ive closed the fences up and made outside the perimeter inaccessible
- added more ammo
- added a room or 2
- removed some props due to clutter
the 2nd floor im deciding may not be made, the map is already large, im debating if its neccessary to make a 2nd floor
Sacmo
01-25-2008, 10:57 AM
Awesome man, Can't wait to see the additions!
Guerilla
01-25-2008, 11:25 AM
Awesome man, Can't wait to see the additions!
you'll see em tonight most likely, i hope this encourages more ppl to play my map, ive noticed nobody plays it, heh
Phear
01-25-2008, 12:29 PM
well most people play maps they can camp on easily for some reason
Guerilla
01-25-2008, 07:17 PM
here it is guys, beta 1!!!!! http://halflife2.filefront.com/file/;86096
my map is very campable with props you can barricade nearly any room i dont see why people dont play my map lol
btw my new version is DONE! heres some pics, the download link will be available soon
http://files.dodnetwork.com/users/208/images/zps_dusk_b10001.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10002.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10003.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10004.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10005.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10006.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10007.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10008.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10009.jpg
http://files.dodnetwork.com/users/208/images/zps_dusk_b10010.jpg
cerealKiller
01-26-2008, 04:05 PM
Hey man, just give this a city background instead of woods. Looks like a lotta shipping and receiving here. Maybe add some roads around it outside with a gate that no one can get by so you dont have to add much more. Just looks kinda funny with all the storage inside and no roads or anything. Need a story behind it basically. However good job man.
Guerilla
01-30-2008, 06:44 AM
Hey all, ive been making some drastic sorta, changes to my map for beta 2
heres some info for tonights/tomorows release:
- made it easier for zombies to break down barricades
- Retextured almost every room, now there are 4 different texture 'themes' around the house
1 area is green wall paper grey floow, 1 area is red wall paper checkered floor,....etc
so now people can distinguish parts of the house, reducing a sense of being lost
- added more variety of guns, there was too much ammo and no guns
- added a few details
- added more exits/entrances to some rooms so players don't get cornered as much
- fixed zombies spawning in the ground
- fixed humans camping on top of a wall exploit
- reduced explosion button reset time from 120 seconds to 60
- darkened a room or 2
i may add another trap
heres the idea:
you walk into a room as a zombie, you look left and right, while a human presses a button, the walls next to you smush you, its not realistic but idc, its fun! lol
Guerilla
01-30-2008, 06:46 PM
hey guys, i finished beta 2 of the map, lots of changes:
-Changelist-
- Fixed zombie spawn point that spawned in the ground
- Added more ways around the house, less 'cornered' spots
- Re-textured most of the map inside, gave every room a 'feel' so players don't get lost
- Reduced explosive trap reset time from 120 to 60 seconds
- added random details
- added more guns
- Made entrance to house easier to access (barricades are weaker)
- fixed an exploit where survivors could camp a wall/door and not be reached
- darkened a room or two
- added soundscapes
check hl2files for my map, it should be up very soon, gnite all
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