hello, this thread is here for me to get mapping help, peer review, constructive criticsms and suggestions for my map entitled: "zf_under_lumberyard"
It's a zombie fortress map for the crit sandvich community's fun server, and it's currently in alpha testing.
current ingame map version is: "zf_under_lumberyard_a1_04"
newest map version shall be "zf_under_lumberyard_06"
(alpha, which means no textures and alot of features missing. but it'll get better, with your generous feedback, of course. )
BAD NEWS: after almost releasing a new version, magically all my map entities dissapeared, same with my older backup copy. wich means all that I have now is a basic skelletal geometry version of my map. I tried fixing it, to no avail.
anyways, my map's backstory, (I tried making it cannon with team Fortess 2.) if anybody's interested.
Backstory:
"Damn BLU scum, those filthy cowards. They obviously had other plans, no wonder they retreated and let us take hold! Fighting for and securing Lumberyard was only half the victory... While we where contesting it above ground: They already had something built, but underneath!... Right below the capture point: we have discovered an entrance to a research facility, so to speak. Those sneaky bastards... But then... That raises a further question; Why where they trying to claim Lumberyard in the first place? Well... We know that this facility is very vast. That It's completely self preserved, contained and sufficient. It has also been abandoned for 11 years, most of the things down there have got to be decayed and wrought with years of neglect. Or so the intelligence we captured lately says so. We don't know why they would abandon it then try to reclaim it years later, we think that a fraction of the machinery down there might still work, which may hold old unknown technologies. As we have just re-enabled the life support system remotely: We guess the power was already and somehow always running, certain sectors are still disabled and unhospitable because the life support works half assed- hopefully not like you and your squad! which shall be sent down there immediately to investigate for whatever they where after.
Strange thing is.... Scans indicate irratic movement down there... Which is impossible, it's been sealed for 11 years with no life support. Must be just complex machinery.
Now haul ass! We are heading: Under Lumberyard!"
~Red Soldier
Map Features:
Cannon artstyle and setting, unsettling atmosphere, atmospheric ambient and dynamic music (featuring 3 perfectly synched tracks that get progressively more agressive and intense as the timer counts down.), breakable walls and windows, custom models, custom textures, custom decals, extremely large layout, (running space), lots of little hiding places, anti-turtling measures, balanced gameplay and well optimized gameplay.
CLICK HERE FOR SCREENSHOTS:
http://steamcommunity.com/profiles/76561197995246756/screenshots/?tab=public
My map Ideology/theory/concept and goal:
The map is large, made for alot of players. It gives the survivors an option to run or hide or camp, which is real nice because it breaks apart the whole "survivors need to camp in a shitty square room with a single entry" "zombies try and get them and die lamely" "survivors get overrun/survivors turtled successfully" "very boring" rinse repeat dilemma.
Being stealthy and always being on the move in my opinion is actually funner and currently this is one of the very rare maps that allows players to do this.
(other than zf_asylum, which is the map that I used as inspiration for this concept. Try it, it's awesome.)
So to counter perpetual unfair camping, I always add different routes for the zombies, weither they be secret breakable walls, vents, drop downs or obvious paths.
Breakable walls are always a nice addition against strong camping places, as they offer the possibility of (unknown to them: temporary) camping spots for survivors, which they enjoy, but offer zombies a future way to their demise, which they enjoy, and it might force survivors to eventually evacuate and find another new momentary camping spot, which follows my whole "on the move" ideology.
If anybody played the map, I hope you keep in mind that it is alpha, as I am working on adding more map geometry, I cant really elaborate on any new features; as ideas spring off my head.
hell, I changed my mind, I'll add more as I go:
TODO LIST FOR ALPHA 2:
Post screenshots ✔
Add janitor closet light bulb wires
Add lamp models everywhere
Add spectator cameras everywhere
Add toilet model in bathroom
Add breakable stalls
Add machines in office hallway thinger
Collect 11 golden coins to open the gate to the flaming forest of Endarg (must be lvl 56+ mage) 4/11 found
Add a coffee machine somewhere
Add australium in labs
Add spider webs everywhere
Add spiders in jars (yum.)
Add stretcher heavy
Add wheelchair
Add new room in hangar ✔
Add "random" zombie spawns
Create 6 prefab breakable walls 3/6 done
Add certain windows/add more windows
Finish sexying up all the breakable walls ✔
Finish sexying up all breakable windows
Create cryo-chambers sector
Create pit room sector
Connect office hallway thing to cryo chambers
Connect waste plant with terminal hall ✔
Fix the zombies spawn regenerating thing
Find cure to cancer ✔
Remove leak ✔
Fix music that isn't working? (packrat problem?) ✔
Packrat models
Get permission from all respective authors 4/11 obtained
Give credits to all respective authors All already taken note of, not all authors have given custom requests as of yet however.
Eat 14 babies ✔ every damn day.
TODO FOR ALPHA 3:
Finish and finalize geometry with addition of top floor
Add gameplay decals
Add area signs
TODO FOR BETA:
Add complex geometry
Texture the damn thing
Displace to add sexiness
decals/overlays fucking everywhere
Learn to use texture blending and spray that shit everywhere
please try the map before posting suggestions, feedback, constructive criticisms or fellow mapper peer review!