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1  Zombie Master / Release and WIP / Re: [Release] zm_Rescue on: June 03, 2016, 10:01:38 pm
Legit not sure if I'll do a part 2 since this is still part of "Project City", but ech still got a whole summer's worth of time to waste.
Looking forward to it!
Gonna download and test it in 5 years!
2  Zombie Master / Release and WIP / Re: [Release] zm_failtruck_beta3 on: April 13, 2016, 05:38:53 pm
Small update bringing the map to beta4 : tweaked some stuff (e.g. chainsaws having preferred carryangles now) and added some details (brushwork+grass).

DL link in OP.
3  Zombie Master / Release and WIP / Re: [RELEASE+WIP] zm_koolaid_b2 on: April 13, 2016, 05:29:40 pm
Some minor updates, bringing the map to b3. DL link in 1st post.


Only small things now.

- You can hide down the side of the generator that provides power to the building and the ZM can't get you
Blocked off
- If you jump on top of the wall on the side towards the hedge maze you can see gaps in the world
Added a metal arch on top of the wall, probably still possible to see the wonky 3D skybox transition if you really try to but whatever.
- More gaps in the floor, mostly on the exits to the fountain area
Hopefully those are gone now, or covered by grass smile
- I notices some flickering on the side to the wood shed thing in the graveyard area
Idk what that was about
- You can hide on top of the hacking computer, although I did kill the guy with the radio so it's not completely inaccessible.
Playerclipped it off
- People can hide on top of wine barrels in places. Not sure where, I was told about it second hand.
Playerclipped them off
- People went into the room with the welder, stayed there, and the ZM seemed to have trouble getting them. Partly the problem is that thing where you spawn the immos inside objects; they don't auto target people. You have to click on them and manually move them out, and as they're inside things that's kinda difficult sometimes.
Changed the immo trap brushwork somewhat
- The end zone is now really difficult and spammy. I recommend removing banshees entirely, and having the new spawn activate half or two thirds into the welding.
Original spawn can't spawn spamshees anymore after a while, and the new spawn has been replaced by a reusable spamshee+drifter trap.
Other than that, all seems good. Greta Job!
Who the fuck is Greta? Wink
4  Zombie Master / Release and WIP / Re: [RELEASE+WIP] zm_sexshop_b4 on: April 03, 2016, 10:26:19 pm
Updated first post with b4.
Main new feature is the checkpoint, allowing players to start the next round further ahead if they fail to complete the map after reaching the canal.
5  Zombie Master / General Discussion / Re: Lets revive it! on: March 03, 2016, 04:49:03 pm
Saturdays, 7:00 PM EST-11:00 PM EST maybe 12:00. More than likely 12:00...
Damn shame, I'd love to join but that is 3AM for me and the times when I would waste nights playing ZM are over for me Wink
6  Zombie Master / General Discussion / Re: Lets revive it! on: March 01, 2016, 09:10:45 am
The problem isn't the lack of servers, just the lack of players. Also, just fyi, map downloads don't seem to work from your server, meaning players have to download the maps beforehand. But as I said there are enough servers with a ton of maps (Muob's has 119 maps, Mehis' with the ZM AI has 79), just no players.
7  Zombie Master / General Discussion / Re: Lets revive it! on: February 27, 2016, 01:16:03 pm
I like the idea. It would be nice for zm to come back. if you want to talk more,my steam is barnes6889
It will show up as Cube . Thanks

Dude, I think you accidentally posted you actual Steam account login name rather than your community name or custom url. There's way too many users named "Cube", and no search result for the "barnes" name you gave. You might wanna change that.
8  Zombie Master / General Discussion / Re: Lets revive it! on: February 26, 2016, 03:54:04 pm
Maybe we should try to find a time and date where some people who are still interested in playing can get together to fill up a server?
(and please, no crocodile or deathrun)
9  Zombie Master / General Discussion / Re: When did you last play/stop reguarly playing ZM? on: February 15, 2016, 12:02:05 pm
It's a blatant cash grab. He wants the name for cheapsies so he can churn out some half-arsed wankburger of a game and sell it on Steam.
I'd rather leave ZM as a (mostly) happy memory than to tarnish it with a shitty relaunch.
Thanks mate for choosing ZM over the easy cash!
10  Other / Games / Re: Random Games Discussion on: January 30, 2016, 01:24:15 pm
Another settlement needs our help, I've marked its location on the map for you.
...and then the quest marker to the settler in distress leads to a corpse that has been rotting away for the last 10 hours of you playing the game.
11  Other / Games / Re: Oculus Rift on: January 14, 2016, 10:41:00 pm
Yeah, the required specs are pretty high, you can buy an Oculus ready pc (including the Rift) via the Oculus store soon for about 1500$
Boy I wonder what the price plus shipping is gonna be for Europe.
12  Other / Games / Re: Random Games Discussion on: January 06, 2016, 08:41:47 am
Witcher 3.
13  Other / Off-topic / Re: New Miscellanous Thread Because Boler Ruined The Last One on: January 05, 2016, 06:30:37 pm
Come on guys, we can keep this forum limping for another year.
Don't you meant "shambling" ?
I dunno let's do like a forum game or some shit
Or an organized ZM forum ZM game event!
Who am I kidding, 99% of forum people probably haven't played ZM in more than a year... or several years ;_;
14  Other / Off-topic / Re: Current Events Thread on: November 25, 2015, 06:07:43 pm
these forums are a wasteland
I see what you did there.
Now these forums are just as dead as the mod Sad
Anybody wanna play some ZM on the weekend?
15  Other / Off-topic / Re: y halo thar on: August 22, 2015, 06:30:08 am
Your face is a hatred of 14+ years!
Let the anger flow through you!
This hatred can never die!
16  Zombie Master / Release and WIP / [RELEASE] zm_luckee_scrapyard_b3 on: August 14, 2015, 07:41:15 am
Maybe you shouldn't have chosen the cheapest, seediest motel to stay overnight during your roadtrip.


  • Find the motel's master key and get to the gas station.
  • Grab more keys, and get explosives.
  • Fuel up the army truck.
  • Place the explosives at the center of the bridge and get to the bridge's far side.
Zombie Master:

  • Kill them all or destroy the gas station while the truck is fueling up.
  • Destroying the gas station requires you to break 2 out of the 3 columns supporting the station's roof.

The first version seemed to be crashing clients for some reason. I suspect the giant visleaf full of wrecked car props bein the culprit, so I split that area up a little. As the crashes only happened when playing on dedicated servers and I haven't been able to test the map online yet, I can't confirm whether I managed to fix the problem or not.

17  Zombie Master / General Discussion / Re: Zombie Master 2 Twitch Stream on: August 13, 2015, 09:16:50 am
Such bullshiz I went to play zm2 and there isnt even any servers up. i guess this mod has died Cry
There are 2 servers up (not that anybody plays on them).
18  Zombie Master / General Discussion / Re: Public servers on: July 30, 2015, 01:58:43 pm
You might catch a few people on ZM from time to time, with ZM2 I fear you won't.
19  Zombie Master / Release and WIP / Re: [RELEASE + WIP] - zm_deep_annihilation_a1 on: July 24, 2015, 08:16:07 am
Hey there, I took the liberty of decompiling your map to have a look at the technical side of it. Here are issues I found so far:

When I first tried to compile the map, I got an error saying that a func_areaportal can only be tied to one brush, but when I selected the map's func_areaportal from the entity list no brushes at all seemed to have been selected. That error caused the map not to compile at all for me until I "deleted" the untraceable areaportal.
While using the Player Clip texture on the outside faces of world geometry brushes like you did doesn't seem to be a problem per se, imho if it is used on nearly every outside face and there are other translucent tool textures visible through it, the visual glitches in the hammer 3D view might make it hard to build your level.

The roof of the southern section of the map is a func_detail, therefore not sealing the map. The same goes for the small box-shaped sections above the map that the doors open into which are also func_detail, causing more leaks.
Some of the world brushes seem to be off-grid, which probably is the reason for even more leaks after fixing the previous leaks (I tried turning all func_detail into world brushes rather than finding all the func_detail entities that should be world brushes. But then the props just leak straight through some off-grid brushes. When I replaced one of the brushes, another entity would leak through some other off-grid brush somewhere else so I gave up after some floors.)
Did you use the snap to grid function of Hammer? I'd highly recommend that.

You put a GIANT trigger_hurt (approx. 10.000*5.700*800 units) around your whole map which might be one of the reasons why it crashes in multiplayer, afaik such giant triggers tend to cause problems. You could get around this by using smaller triggers that give the players targetnames when they spawn/enter specific areas of the map (OnStartTouch !activator AddOutput targetname *yourtargetnamehere* [the "targetname *yourtargetnamehere*" part goes into the Parameter Override field of the output tab]) and then add an output " *yourtargetname* SetHealth 0 " rather than enabling the giant trigger.

I think the biggest issue overall is that you should try not to turn brushes that should seal the map into func_detail and use the snap to grid option in order to tidy up your brushwork.
Sorry if I sounded rude but I'm just trying to help. I definitely appreciate your effort of mapping for ZM but I'd suggest fixing your maps if you want people to actually play them.

20  Zombie Master / Release and WIP / Re: [WIP] Diamond Shoals 2 on: July 13, 2015, 01:36:23 pm
Is it OK to admit that I am jealous about how good these screenshots look? FINISH IT smile
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