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Zombie Master  |  ZM  |  Custom Content  |  Release and WIP  |  Topic: [Release] zm_failtruck_beta3 « previous next »
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Author Topic: [Release] zm_failtruck_beta3  (Read 248 times)
Psycho Fox
Poster

Posts: 49



« on: July 17, 2010, 03:11:01 PM »

Updated to beta2, fixed the missing stuff, added some traps and fixed some glitches.
Updated to beta3

zm_failtruck_beta3
by [fcfc]Psycho

The sequel to zm_failtrain:
Good ole Daiju's pimp truck has broken down, now you have to continue on foot.

Objectives:

Survivors:
Get weapons+ammo from the first shack
Continue onward and get a chainsaw to saw down the wooden barricade.
Pass the lake at the left or right side.
Turn on the lights in the lakehouse and find a blue fuelcan
for the car inside, then defend the car while it gets fueled up.
Find a new chainsaw to saw down the power mast closest to the fence.
Destroy the padlock at the door with the chainsaw.
Open the gate, hop onto the train and start it with the red button.

ZM:
Kill kill kill kill,KILL!







DOWNLOAD
« Last Edit: July 24, 2010, 09:56:01 AM by Psycho Fox »
Acidpoint
Poster

Posts: 26


« Reply #1 on: July 18, 2010, 04:58:35 AM »

Played it.  Probably my favorite map on Zombie Master to date.  Honestly, this couldn't be a better map for any server.  The traps are wonderful, and it has an eerie effect which I think a Zombie Master map needs.

Good work.
DrummerX
Poster

Posts: 16


« Reply #2 on: July 18, 2010, 07:03:45 PM »

awesome map, some pointers i'd recommend

-lengthen the time to blow up the spawn, maybe 10-20 seconds more
-put flares along the side of the lake, 2 or 3 on either side
-flare over by where the blue fuelcan is
-disable physexp (can be used to loose the chainsaw
-turn up the lighting just a bit, flashlights do go out about 3/4 way through
-more ammo or less zombie spawns
-make the corn plants non solid
-less invisible walls
-smooth out your displacements that you use for walkways, pain to have to jump onto them

also, there are missing models in the begining, and missing textures through out (chainsaws, a sign and a few things here and there)
« Last Edit: July 18, 2010, 07:09:19 PM by DrummerX »
Psycho Fox
Poster

Posts: 49



« Reply #3 on: July 18, 2010, 08:59:44 PM »

Yeah, I fixed the missing stuff, pakrat's auto-add function failed me. Sad
Won't cut down on the invisible walls, because with the sprint upgrade on the server I am playing on people would be able to surf up the displacement walls I think. I might smooth them a little,though.
EDIT: And how do I disable the physexplosions? With a point_servercommand? I'd rather not use that.
« Last Edit: July 19, 2010, 03:45:39 PM by Psycho Fox »
DrummerX
Poster

Posts: 16


« Reply #4 on: July 19, 2010, 04:14:43 PM »

Yeah i'd go ahead and do that server side.

For the walls, i was talking about the ones that stick out and are in the way, just make sure they're up  against the displacements and put a playclip across the whole map at the tops of the displacements just for those that find a way to pop themselves up high enough. Other than that, keep at it man
Psycho Fox
Poster

Posts: 49



« Reply #5 on: July 20, 2010, 02:32:36 PM »

Next version will have model-based chainsaws isntead of the ugly brush-based ones.
Psycho Fox
Poster

Posts: 49



« Reply #6 on: July 24, 2010, 09:50:34 AM »

Beta 3 out, changes include:
+A model-based chainsaw replacing the old brush-based one (which was called dildo and "pregnancy test thing" by players...)
      
+Some fixed glitches (e.g. no more stacking boxes to climb the roof through the banshee hole, the car no longer being blockable by the radio and other crap)
+A trap on the generator that gets available when people camp up there long enough.
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Zombie Master  |  ZM  |  Custom Content  |  Release and WIP  |  Topic: [Release] zm_failtruck_beta3 « previous next »
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