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CS:GO ZM/ZE Maps Pre-Launch (Post Here)

Discussion in Counter-Strike: Global Offensive started by Josh, Aug 13, 2012

  1. Mar 16, 2008
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    Created a CS:GO ZM/ZE Map? Post it here for it to be tested and placed on rotation for launch.
  2. May 15, 2011
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    @Päss made a GO map and I think it looks pretty good. I don't know if he noticed this thread so I posted for him. ^^

    Link
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    • Feb 12, 2012
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      I might edit it soon when I get my hands on a soundscapes list . :smile:
    • Jul 4, 2011
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      • Sep 25, 2010
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        Ported mirrors edge. ze_mirrors_edge_v2_go_pf_final.

        Attached Files:

        Detonator, Aug 16, 2012 Last edited by Detonator, Aug 16, 2012
      • Jul 4, 2011
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      • Jan 9, 2012
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        Dajm, I wanna make one but my schedule is getting busier and busier :frown:
      • Jul 4, 2011
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      • May 31, 2012
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        All the ZE ports up-to-date:

        http://gamebanana.com/csgo/maps/167836 ZE_AZTEC_TEMPLE
        http://gamebanana.com/csgo/maps/167908 ZE_30_SECONDS (Newer fix, it seems that the heli bugs sometimes on the '_fix' version, so I've changed a few things.)
        http://csgo.gamebanana.com/maps/167850 ZE_SKYSCRAPPER_CITY
        http://www.sendspace.com/file/tv3rj3 ZE_TIMESPLITTERS (GO VERSION)
        http://www.sendspace.com/file/6fs3i1 ZE_VOODOO_ISLANDS
        http://www.sendspace.com/file/yqdnp2 ZE_BP-INFECTED-PRISON
        http://www.sendspace.com/file/c91azp ZE_ECHO_BOATESCAPE
        http://www.sendspace.com/file/e02n31 ZE_MARIO_TOWER
        http://plaguefest.com/threads/ze_mirrors_edge_v2_go_pf_final.11750/#post-160118 ZE_MIRRORS_EDGE
        http://www.sendspace.com/file/w4ec65 ZE_LICCIANA_ESCAPE_CSGO

        I think they all will work, I'm fearing 30 seconds might have problems due to tracktrains being a bit buggy and/or the cannon acting solid/not solid from time to time. If it happens, I'll do another fixing to it, but I think it won't. Also, GO:ZE when? I'm dying for a decent ZE server on GO before release (if possible...)
        enviolinador, Aug 16, 2012 Last edited by Dharkk, Aug 17, 2012
      • Feb 24, 2011
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        posted in the wrong thread*
        Luffaren, Aug 17, 2012 Last edited by Luffaren, Aug 17, 2012
      • Jul 4, 2011
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      • Jul 1, 2010
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      • Sep 25, 2010
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        zm_unpanic_csgo_pf_v1 port. A fun zm map. Managed to get Overviews to work :smile: !

        Attached Files:

      • Sep 25, 2010
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        Update to atix. Update to battleforce

        Attached Files:

        Detonator, Aug 20, 2012 Last edited by Detonator, Aug 20, 2012
      • Aug 20, 2012
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        This is my first real map of any kind so I'm not sure how it'll hold up to seasoned mapper's creations, but I've got a good feeling about it nonetheless, so here it is:

        http://gamebanana.com/csgo/maps/168075 - ze_pipescape_v1 (and yes, I am quite proud of that name).

        Please tell me what you think if you get around to testing it.
      • Jul 1, 2010
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        Is the first door at spawn breakable? If it is it's taking me forever to break it >.< Then again, it's only me testing it.

        EDIT:

        Nvm, Negev took care of it.
      • Aug 20, 2012
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        Oops, I probably should have mentioned that, I set the hp on it for a full-ish server.
      • Jul 1, 2010
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        It's all good :grin: I like it, especially for a first map.. asked Luffaren to run through it with me before forwarding it so waiting for that.
      • May 31, 2012
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        It's not bad for a first map, however, you should include a .kv file (google it). There are also a few bugs (for example, you can control the elevator by pressing E) and some areas seem rushed. The lighting becomes a bit annoying because of the lack of flashlight, but hopefully that will be 'fixed' in the full release.

        Good job.
      • Jul 1, 2010
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        @Hypothermia

        Few minor requests if you wish to do so... on a max capacity server (which I'm thinking will be just like CSS... so 64ish) I think that the vent leading in to the last big room could stand to be maybe enlarged a bit.. seems like it could be held of really easily. It's kind of the same thing with the door right before it. I like the fact that there are 2 ways in to that room (underwater and through the room opening) but it seems like again, its a really small space and it could be really easy for a human sided game to fend of zombies. I don't really mind the lighting personally. Also, we have a flashlight enabled on our server, though I guess that could be a problem for other servers. Noticed the elevator issue as well.

        Also, the end door closes immediately after the first person gets through, not sure if thats intended or not.. Whole CT team definitely wont be able to get through it (assuming there is more than one CT left).

        Overall though, for a first release it's good :thumbsup:

        KV file would definitely be nice, although I've just been making them for maps I get that don't have them. Have really only been the ones I download straight from gamebanana.
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