#1  
Old 10-06-2008, 07:39 AM
Abregado Offline
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Default [wip] Zpo_abyss

This map is available for download (beta 12):
Clicky Clicky

Update: Ive started work again after 6 months off this project! Its coming along quite nicely. The new version should be much more playable, and hopefully a little more acheivable.





Last edited by Abregado : 04-25-2009 at 08:20 AM.
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  #2  
Old 10-06-2008, 07:55 AM
Paramore Offline
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yeh nice, bit like tanker but tanker is great, and im sure this plays differently so nice
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  #3  
Old 10-06-2008, 07:59 AM
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it was started WAYYYYY before tanker was brought out (exactly why i mentioned the start date in OP)
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  #4  
Old 10-06-2008, 08:15 AM
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nice job man
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  #5  
Old 10-06-2008, 08:17 AM
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Looking good for sure!!
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  #6  
Old 10-06-2008, 10:41 PM
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you really need to fix up the game text, "use the tunnels to open the door" whuuuuh?

really hard to figure out what was going on or what had to be done

looking good though, ill have a run through, we might test the map tonight after tea here in melbourne
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  #7  
Old 10-06-2008, 11:48 PM
Abregado Offline
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yep, ive already got another version almost ready to send to you.

I changed that room so that the flares in the water lead to the correct exit. "Follow the flares" is all it says now. There is also some sparks near the button to open the door so people will look there first. Most of the objectives have had some sort of tweak to make them more obvious.

It was more the gunplay i was interested in testing, as ive only tested it with 2 players so far. Were the corridors wide enough? Enough guns? that sort of thing.

New doors are in. They look nicer and operate better.

I should be on later tonight to try a run through. I need to learn how to make custom textures so i can place signage around.
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  #8  
Old 10-07-2008, 12:59 AM
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had a test.

heres the things it needs

1. lables so people know where to go
2. more guns and ammo, simply because its too hard to hold the pump room with so little gear.

tested for 30 mins with 20 players

humans didnt win a single round, never got past releasing the locks (or whatever it was)

always got killed in the pump room.

doorways need some tweaking, use func illusionary on the bottom of the doors so you can get through easier.
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  #9  
Old 10-07-2008, 09:07 AM
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Looks like a cool map. Underwater ftw!
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  #10  
Old 10-07-2008, 07:08 PM
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Ok ive fixed up a whole bunch of stuff after the last 2 tests.

Tweaked the zombie paths so that they cannot get into areas until the humans reach that point.

Slowed down the zombies going to the Ballast Room directly from spawn (they have to go through a crouchy vent now, and cant access that route until the survs open the ballast door.

fixed up some traps for the survs to use.

Doors and Soundscapes are in. Much more atmospheric.

Made the Objective Text MUCH more obvious (will be running a total n00b through the level to see if they get lost)

Added the crossroads that fenrix suggested to make it a more obvious defend point.

Today ill be doing the signage, custom textures and some more prop work. A lot of the corridors are still barebones.

Ive built the whole thing with logic_relays and using the random ammo system, so spawn amounts, objective timers and just about everything else can be tweaked as it gets tested.
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