
11-10-2009, 10:41 PM
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Survivor
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Join Date: Oct 2009
Location: NZ!
Posts: 230
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[WIP] zps_cabin2
Talked about making a cabin map so here it is. Dubbing it as zps_cabin2 untill I can think of a name for it.
I thought of changing many aspects of original map. Instead of just adding more cabins I thought of re-designing all the cabins and making it more zombie friendly. All bottom doors that lead to the outside is the ordianry push doors, invulnerable and has a 'latch'. All inner doors are use key and must be broken for zombies. Gives time for survivors to cade. Some walls are breakable you'll notice them when you see it. The cabin is set on the river-side so there's a pond for people to swim in. Also the basement is moved. There is an administration house that is attached to the garage. I'll try to make roof camping really hard and few.
Currently 1 cabin is detailed enough to walk around but still needs some props to bug out.
I'll post pics later on.
One problem is how do you optimise open space maps? put area portals on windows? how! Post or PM me.
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11-11-2009, 07:37 AM
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Civilian
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Join Date: Jul 2009
Posts: 16
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Remove roof camping altogether and make sure zombies can't be spawn killed.
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11-11-2009, 08:34 AM
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Survivor
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Join Date: Jul 2008
Posts: 91
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incoming flames in 5, 4, 3, 2.......
__________________
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11-11-2009, 08:51 AM
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Survivor
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Join Date: Sep 2009
Posts: 273
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Make sure there's not too much guns/ammo. And make the humans take risks to find some good guns/ammo stashes, instead of there being a ~~~~load in one house. If you look at the original, there's enough ammo in each house to kill 20+ zombies if you have bad aim. And even worse, ammo respawns at the very end when they're finally down to almost no ammo.
Also, make sure there's no brushes placed in such a way that a cade can be placed to back a cabinet or something so it can never be moved.
Finally, any roof unintended to ever be reached... can be reached. So drop a playerclip over the roof so it'll never occur. And make sure it's one unit OVER the edge of the roof or it's likely they can still stand on the edge. (and by playerclip I mean a brush using the tool texture)
Last edited by Zombie Casey Kasem : 11-11-2009 at 08:58 AM.
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11-11-2009, 01:23 PM
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Survivor
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Join Date: Oct 2009
Location: NZ!
Posts: 230
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Stop cooking me I ain't food.
Anyway I didn't even release the map and you assume all these things. Roof will not be 'campable' but still be accessible, There'll only be about 2 roofs that people can stand on. Others are either clipped or have 50000 damage brushes so hackers can't touch them... well if they don't know how to hack well.
Also I am making sure that zombies will have a good chance to fight off the survivors. The good guns are out side and the survivors have to take a chance at going out to get them. Magnums will always be out side so campers don't cann the zombies from the windows.
Some windows will be indestructable for survivors and zombies sake.
Still editing the first cabin. I'll show some design later on.
I'm not a bad mapper I'm just lazy.
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11-11-2009, 01:41 PM
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Veteran Member
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Join Date: Oct 2008
Location: United Kingdom
Posts: 1,355
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Superawesomecoolmega secretness:
I'm also making a cabin remake. However, it is centered around a mansion, rather than a cabin. To anyone who played the old Vampire Slayer mod for Half-Life 1, it's based off of the map yamamansion. However, I'm having trouble finding appropriate models and textures... so I might have to make my own... textures that is.
So there. The deepest darkest secret evarr.
Also, using the original cabin as a basis is still plagorism... but then again it's cabin. Who gives a ~~~~? But at any rate, it's better to start from scratch... in my experience anyway.
__________________
I'm either drunk, procrastinating or uploading a map.
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11-11-2009, 01:53 PM
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Survivor
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Join Date: Sep 2009
Posts: 273
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Quote:
Originally Posted by jangsy5
Stop cooking me I ain't food.
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I know man, we're just trying to help. It's important to make a map fun for humans AND zombies and well, most of the cabins/lakes are decidedly one-sided in the human favor, heh, hence the... making sure.
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11-11-2009, 02:15 PM
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Zombie Master
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Join Date: Oct 2008
Posts: 1,087
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Widen the hallway on the second floor of yellow house, put a 3d skybox around the map, put little goodies on the map like a car with an alarm, and remove all IEDs except 1.
You also must add brush, more trees, and some displacements outside.
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11-11-2009, 06:52 PM
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Survivor
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Join Date: Oct 2008
Location: Chicago
Posts: 170
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Quote:
Originally Posted by Rukus
Widen the hallway on the second floor of yellow house, put a 3d skybox around the map, put little goodies on the map like a car with an alarm, and remove all IEDs except 1.
You also must add brush, more trees, and some displacements outside.
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The goal is to not use the original one remember?
__________________
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11-11-2009, 09:11 PM
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Privileged Member
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Join Date: Jan 2009
Posts: 533
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mix cabin and lake and see what happens. Also make it less crappy then those two maps.
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