• zs_aeolus
    40 replies, posted
[IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00001.jpg[/img] [b]zs_aeolus[/b] BSP for players: [url=http://www.garrysmod.org/downloads/?a=view&id=73191][img]http://www.garrysmod.org/img/?t=dll&id=73191[/img][/url] BZ2 for server owners: [url]http://hailaeros.com/miscfiles/zs_aeolus.bsp.bz2[/url] VMF for mappers: [url]http://www.hailaeros.com/miscfiles/zs_aeolus.vmf[/url] [b]NEW link! All map assets (materials, sounds, models, graphs/soundcache) Simply extract the folders to your garrysmod root folder. Say yes to all overrides (don't worry, it's just adding the new files)[/b] [url]http://www.hailaeros.com/miscfiles/zs_aeolus.zip[/url] Works best with the latest version of Jetboom's Zombie Survival (v2.10?) but should be playable on any ZS version. The rollermines are not able to be picked up in any other version other than the private version on NoxiousNet, as well as zombie/human messages. Sorry. [highlight]For those saying that the train doesn't leave, you have to stick around for 60 seconds![/highlight] [i]Credits go to: -My friend Paul Disney for designing the shell of the main area and providing one of his creations as the centerpiece of the map. He's the one who's basically made this map what it is. You can check out his site [url]http://www.identity4.com/[/url] -My good friend Draicia, who worked with me on the docking station. -[b]A BIG big thanks goes to fellow Facepunch member Svengoli who contributed the curvy floors you see in the map. [/b] -Zinco for final check, his ascent map for reference and everything else he's done. -Beta testers: JasonGarwood, izak, Zinco, Mucky, Draicia[/i] For humans: Here's how it works: Players join in, make it in, and sit inside the tram. People who are not in the tram when the doors shut get killed by trigger_hurt which lasts for 1 second, then immediately switches over to trigger_teleport and sends any late joiners to the main area in a safe spot. People who don't follow the instructions of being told to sit down, get killed by [b]4000 units per second of velocity[/b]. I've extended the tram launch time to 80 seconds so people can still get in, as well as set up teleports for any late-joiners. Near the end, there's a stationary, disabled tram that acts as the zombies' first spawn point. They get an open view of the incoming human tram, and have plenty of time to drop down and cause havoc before the human tram docks. Players are forced to get out within 10 seconds or get locked in and die from trigger_hurt. From there, players are free to roam as they please. They can try to stick it out in the open areas down below, or cade right away in the 2 main cade areas. I've provided each cade area with 1 blue shelf and 1 barrel each. Keeping prop-nailing griefers in mind, I've set up 2 additional blue shelves downstairs that players can easily carry up. The openings for each cade will only be so narrow for a little bit since both sides of the openings can be broken down by zombies to tear apart the opening and barge in. The sections have massively high health, and by this time players will have gotten Aegis. There is also a section of glass on each cade that is accessible to fasties, and has reduced health. Upon entering the main area, you're going to notice 2 rollermines. Don't be alarmed as they're friendly towards you guys. They like to chase you around and each other. Have fun with them. I've also set up 2 health dispensers, BUT: they spawn randomly in the map each time. The hidden spots are a bitch to find, but perhaps if you got those 2 rolling guys up there it might not be so difficult to find them.. For zombies: I've set up a spawnkilling-free area, where zombies can choose which area of the map to spawn above. I've provided a holographic representation of the map for quick-browsing before walking onto the color and getting teleported. From there, they can drop down anywhere on the upper level except inside the cade areas. Enjoy! Pics: Docking station: [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00000.jpg[/img] The bottom floor: [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00002.jpg[/img] Zombie spawn: [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00003.jpg[/img] Holographic diagram of the map for assistance: [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00004.jpg[/img] Zombie team's attack area: [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00005.jpg[/img] Able to drop down anywhere with a perfect view: [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00006.jpg[/img] And look, humans wouldn't even know you were there! [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00007.jpg[/img] Pics of the hidden breakaway-sections: [IMG]http://i9.photobucket.com/albums/a70/djeros/Spaceport/Comp1_00008.jpg[/img] [url=http://www.garrysmod.org/downloads/?a=view&id=73191][img]http://www.garrysmod.org/img/?t=dll&id=73191[/img][/url]
This is incredible, great work. The brush work is outstanding.
Doesn't really look like an ZS map but it's still awesome, Great job on the brush work.
[QUOTE=renegeed;16063383]Doesn't really look like an ZS map but it's still awesome, Great job on the brush work.[/QUOTE] It was meant as a refreshing departure away from the generic dark/stormy/night house maps that are so common on servers. This was largely inspired by Dead Rising's main mall, which contrasted the cheery, clean atmosphere of the shiny architecture with an overload of zombies.
Mildly acceptable Congratulations, you get to live.
This is a quick review based on description and screens, I'll download the map and make a more thorough review later. Setup seems nice and well organized, architecture and lighting is mainly great, although 5th screenshot looks a bit strange. Layout looks fun and easily plannable for a good team, without being too easy to survive. Overall, a fairly good map with only minor errors that don't ruin the fun.
Amazing :D
Looks good
Fucking awesome, I love your brushwork, especially the arches.
Beautiful.
Looks incredible, but can you upload this to garrysmod.org if you have the time?
Sure thing, I'll upload just the BSP instead of zipping all 3 versions up for faster downloads. Here ya go: [url=http://www.garrysmod.org/downloads/?a=view&id=73191][img]http://www.garrysmod.org/img/?t=dll&id=73191[/img][/url]
The map has better brushwork then same models. :P
It's good to see something that looks more artistic than realistic.
yeah i may just b being a complete noob but does this need a special game-mode to run? if so, which one? and does it work singleplayer?
Art?!
[QUOTE=Davster;16094238]yeah i may just b being a complete noob but does this need a special game-mode to run? if so, which one? and does it work singleplayer?[/QUOTE] It doesn't need a gamemode, you can run it in sandbox mode and in single player normally. It was intended for Zombie Survival gameplay, but it SHOULD work okay. If not, let me know and I'll fix it for single-player/sandbox.
I just tried playing it in singleplayer and it was really laggy.
Specs?
It's not laggy at all, here. And I have the shittiest computer here. If I don't lag, and you do, you're doing something in the background. Also, in Sandbox mode, the train doesn't do anything. Can't activate it. Somethin' I gotta do? [editline]05:49PM[/editline] I also lolled at how theres train music :3
It'd be pretty kool if you made other maps with this kind of detail
[QUOTE=Black-Ice;16098592]It's not laggy at all, here. And I have the shittiest computer here. If I don't lag, and you do, you're doing something in the background. Also, in Sandbox mode, the train doesn't do anything. Can't activate it. Somethin' I gotta do? [editline]05:49PM[/editline] I also lolled at how theres train music :3[/QUOTE] Ack. I set up the train so it leaves based on the start of a Zombie Survival round. I'll set it to manually start after a period of time and upload a working version for you later today.
can you make a sandbox version, so it like...has a button on the floor that just makes it go after 10 seconds? And if you do take the up the Sandbox version, can you make a flatgrass area at the next station? <3 (this way it'd be like a build-roleplay...since the starting buildings like a hotel :v:)
*seizure*
very nice map. especially the floor reflections are very awesome, I already used it for posing
[QUOTE=Black-Ice;16102311]can you make a sandbox version, so it like...has a button on the floor that just makes it go after 10 seconds? And if you do take the up the Sandbox version, can you make a flatgrass area at the next station? <3 (this way it'd be like a build-roleplay...since the starting buildings like a hotel :v:)[/QUOTE] How about this: I'll post up all the models/materials I used, since I've given you guys the VMF for any mappers who want to transform it into a roleplay map, and you're welcome to change it however you want?
I haven't had the chance to play it yet, but it looks great!
Very... interesting. Going to try it now.
[QUOTE=djshox;16102978]How about this: I'll post up all the models/materials I used, since I've given you guys the VMF for any mappers who want to transform it into a roleplay map, and you're welcome to change it however you want?[/QUOTE] Heh, I'm not very good at mapping. So I have no idea what I would be doing v:v:v
Such a shame it's a ZS map.
Sorry, you need to Log In to post a reply to this thread.