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CS:S Map Suggestion Thread CS:S

Discussion in Server Suggestions & Bugs started by Pebble, Mar 12, 2008

  1. Aug 8, 2010
    Posts
    All done now. Download here - zm_choddas_minicompound_b2
    Fixed that spot and add more places to go. Screenshots available with the link for map.
    • Like Like x 1
    • Feb 27, 2012
      Posts
      Map name: zm_forsaken_interstate_v1c_001
      Creators name (If known): Myself and Sajak
      No. of Spawn Points (If known): 64
      Map size (in mb): 94 compressed, 200mb~ uncompressed
      Download URL: (updated, file size reduced)
      Short Description: an old map that we worked on. finished it finally a while back but never uploaded because of file size. gave up reducing, hopefully that's fine.
      Tony, Nov 4, 2019 Last edited by Tony, Nov 10, 2019
    • Apr 9, 2007
      Posts
      What the fuck.

      Is an entire 1080p episode of South Park in this level? :koala:
      • Funny Funny x 1
      • Feb 27, 2012
        Posts
        Map name: zm_forsaken_interstate_v1c
        Creators name (If known): Myself and Sajak
        No. of Spawn Points (If known): 64
        Map size (in mb): 73MB compressed, 190MB uncompressed
        Download URL: https://mega.nz/#!M2hBgA7J!AyDwteV7ZOqXov0wKbEFZfSMTem5lm46uUutpZW26-U
        Short Description: reduced file size by about 50MB. There is 1 missing decal (which is only a small purple dot) but i'm not going to recompile just to remove it, lol.
        • Like Like x 1
        • Feb 21, 2007
          Posts
          awesome, i'll check it out after thanksgiving!
        • Sep 24, 2012
          Posts
          @Tony Hey I noticed that fire_intense_crackle-01.wav is missing from the .bsp.

          The wind loop persists indoors— may want to use separate soundscapes instead.

          You may consider changing out the flickering lights for static ones. They cause micro-stuttering, or poor frame timings as you can see here.

          [IMG]

          [IMG]
          • Like Like x 1
            MoonChickenDogRat, Nov 25, 2019 Last edited by MoonChickenDogRat, Nov 25, 2019
          • Feb 10, 2017
            Posts
            I know MG isn't the most popular mode right now but that doesn't mean people don't enjoy it. I've suggested a number of Course, Deathrun, and MG maps that could be added to the server for players who still enjoy playing.

            @Tony @retslag1

            Map name: mg_dream_xmas_edition_final
            Creators name (If known): SkyK1
            No. of Spawn Points (If known): 64
            Map size (in mb): 55MB? (Not too sure how to find size, pls bear with me)
            Download URL: https://gamebanana.com/maps/170260
            Short Description: Winter themed MG map.

            Map name: mg_bob2
            Creators name (If known): Lazy, Waski, Riddler
            No. of Spawn Points (If known):
            Map size (in mb): 10MB
            Download URL: https://gamebanana.com/maps/download/54583
            Short Description: Frustrating but fun course map.

            Map name: mg_sg_allinone_skill_v2
            Creators name (If known): LunarKirby and Whazaaaa
            No. of Spawn Points (If known): 64
            Map size (in mb): 21 MB
            Download URL: https://gamebanana.com/maps/139771
            Short Description: Another MG map.

            Map name: mg_smee_tower_defuse
            Creators name (If known): Mathjis, Redid by Crunchy
            No. of Spawn Points (If known):
            Map size (in mb): 2MB
            Download URL: https://gamebanana.com/maps/183263
            Short Description: Replaces current Smee Tower, better lighting and textures, added bomb sites and a third way to get onto the top floors/roof.

            Map name: deathrun_iceworld_v2fix
            Creators name (If known): Metz and Fibbs
            No. of Spawn Points (If known):
            Map size (in mb): 3MB
            Download URL: https://gamebanana.com/maps/80624
            Short Description: We don't have any deathrun maps. Maybe time to add some?

            Map name: deathrun_family_guy_final2
            Creators name (If known): Severn
            No. of Spawn Points (If known):
            Map size (in mb): 13MB
            Download URL: https://gamebanana.com/maps/144200
            Short Description: Another deathrun map.

            Course Maps:
            Just a bunch of course maps with spawn killers removed. Got the Dropbox from another server's forums.
            https://www.dropbox.com/sh/vqotd5fr3ouauoe/AADzXF0rQfBq136NnmKV_6Gua?dl=0

            Map name: mg_100traps_v3
            Creators name (If known): triplephrax
            No. of Spawn Points (If known):
            Map size (in MB): 33MB
            Download URL: https://gamebanana.com/maps/171208
            Short Description: Map with 100traps, gets harder as you progress.

            Name: mg_xmas_nipperhouse_v3_2
            Creator: CC_NIPPER
            Map Size: 15MB
            Download: https://gamebanana.com/maps/183325
            Short Description: Another nipperhouse map but it's hide and seek. Can be added for the holidays but does require a Santa Skin (http://css.gamebanana.com/skins/129123) Not sure if this would be a problem or not. Santa skin is 1MB.

            hzrd ヅ, Dec 5, 2019 Last edited by hzrd ヅ, Dec 5, 2019
          • Feb 27, 2012
            Posts
            zm_farm3_nav72_unlim - removed from rotation. crashes the server every time. also crashes locally.
            [IMG]
          • Mar 2, 2017
            Posts
            Hey guys, can we swap out the atix mini map with the original one? Or at least one where you can survive in the buildings and stuff and you don't have to catch the heli..... I think it would be a good refresher for people who play regularly and for people who havent played zm in a long time its more nostalgic and cool to play a more older version other than the edited one.. anyways please we need new stuff or at least a swap out would be cool
          • Dec 17, 2007
            Posts
            Those were glitches and taken out bc it's a survival map.
          • Mar 2, 2017
            Posts
            lol it was a glitch that you could survive in the convience store?? lol no way. cuz you could barricade it and everything i thought it was meant to be like that
          • Feb 27, 2012
            Posts
            It was a bug. I cant remember who edited it last (castlex?), but they didn't know what they were doing in the first place and ended up deleting the hurt triggers in certain parts of the map.
          • 3V3R51NC3
            This message by 3V3R51NC3 has been removed from public view. Deleted by Brian, Jan 1, 2020, Reason: this isn't the place for ban appeals.
            Jan 1, 2020
          • Jan 17, 2020
            Posts
            Map name: zm_MkZk_Proto_v1

            Creators name (If known): MkUltra-Ziegenkaese aka SupaDope47

            No. of Spawn Points (If known): 50

            Map size (in mb): 12

            Download URL: https://gamebanana.com/maps/207611

            Short Description: nighttime-version of MkZk_Proto_v2, a suburban neighbourhood with one main building to defend and several spots around it. Windows and doors, some also inside, are barricaded with wood-planks (breakable) and many many props for cade-building.
            • Like Like x 1
            • Dec 17, 2007
              Posts
              @Brian any way we can test this, if possible?. Be good to have a fresh map on the server
            • Jun 4, 2006
              Posts
              Hey @SupaDope47 thanks for the suggestion! I'd like to test your map but we're a 64 slot server so we need maps that have 64 spawns, is this something you could correct for us?
            • Jan 17, 2020
              Posts
              @Brian sure, im gonna make a v2 right now!
              • Like Like x 1
              • Jan 17, 2020
                Posts
                • Like Like x 1
                • Feb 27, 2012
                  Posts
                  zm_mkzk_proto_v2 - Did not add due to horrible frame rates. See below.

                  @SupaDope47 here's some suggestions to improve the framerate on your map, and any other releases you may have in the future.

                  So, one big FPS killer is that the entire map renders at pretty much all times unless you're inside of a building. i think the issue with this is the displacements on the floor (the grass for example) have no floor underneath of them. Displacements are not considered a "solid" object. they are only 2 dimensional objects and do not seal your map. i recommend just putting a nodraw brush under them, like this. They can overlap and shouldn't cause any issues, but i could be wrong (such as maybe not receiving light properly from a flashlight or something). just incase, just raise your grass where it overlaps so you can't see the nodraw brush.
                  After you seal off your floors properly, you should work on getting rid of the box around your map. its typically a bad idea to seal off a map that way rather than fix your leaks properly. Put skybox brushes around the edges of buildings. For example:
                  Once the map gets fixed with those two major things (floors and skybox) your visleafs should pretty much fix themselves. The compiler for visleafs is pretty damn good at doing its job, but only if you make the map properly. The last component to having better visleafs is to func_detail anything that doesnt need to cut visleafs. You've done some things which is good, but there's still a lot of potential. Make all the balconies on buildings func_detail, stairs should be optimized by having a ramp underneath the steps (will explain later), and steps are func_detail. Also, when you have complex geometry (non-parallel sides such as your slanted roofs) they can cut visleafs in weird ways, especially when it comes to smaller geometry. The more parallel your visleafs are, the better, for the most part. There are exceptions to that. You don't want to have a fuckload of visleafs if they aren't necessary, but at the same time you don't want there to be not enough of them. This can cause huge bottlenecks on clients. Here are some where it gets a little weird. One is because of the grass displacements not being sealed properly underneath.
                  I would suggest reading up on how visleafs work here.
                  https://www.interlopers.net/optimization/index.php?chapter=visleafs
                  https://developer.valvesoftware.com/wiki/Visibility_optimization

                  via https://www.youtube.com/watch?v=T4qtY9FMpzU

                  and a link about how func_detail works
                  https://www.interlopers.net/optimization/index.php?chapter=func_detail
                  You don't need to go nuts with Hints/Skips by any means at all, and i never understood why some mappers go crazy with them. Func_detail can go a long way though.

                  Here are some e z p z examples of how you can make a huge impact with func_detail.

                  As you can see everything looks a lot flatter and and cleaned up. This is how you would want everything to be ideally. Be sure to use your visgroups off to the right to toggle off certain things to make it easier to do this. Toggle off World Details and Entities to hide what you dont need to see, but make sure to turn them back on before you compile!! Keep in mind, certain materials don't need to be func_detail'd such as clips and playerclips.

                  An example of how you can optimize your brushwork for example with stairs, turn them into func_detail's, and put a ramp underneath of it. In this case, a slanted visleaf is better because you're not cutting like 14 leafs on the top and 14 underneath, this time, you're only make only like 2 or 3 on top and 1 underneath.

                  There is another bug which i'm not too sure why is occurring and isnt really a big deal, but i thought i'd point it out anyways. When you flash your flashlight near these lights, the flashlight goes weird and square in certain spots.

                  Gameplay wise for the map, tons of toggleable doors can be cancer in zombiemod, especially when it comes to people spamming E on them or blocking them with props. My suggestion would be to try and use them as little as possible.
                  Another concern is that its pretty easy to get on the rooftops around the map with a boost from another player. @hzrd ヅ and i were able to get out of the map pretty quickly and easily in certain areas. Not sure if this was intentional, but another thing with that is that you can fall out of the map since you have a big box around your map and that's kind of annoying and can drag on rounds if people dont realize you can get out of the map. If you get rid of the large box as i suggested above, then this wont be an issue. i would recommend putting clips around the rooftops that you dont want people accessing. If they are meant to access them, i would maybe put some supa secret teleports around that let people get up an alternate way or something.

                  The last thing, is that @Brian have concerns about the number of decent cade areas. A lot of cades feel not very usable. The odd area that has a bookshelf, even if its a little ways away and someone has to bring it to their cade, that will help. We couldnt find 1 bookshelf anywhere and they're pretty crucial for most cades.


                  If you have any questions about mapping you can message me on steam or PM me on the here on the forum. I can point you in the right direction and help answer your questions, or direct you to a video or article that can help. If you want to know of any handy console commands to use ingame as well, i can give you a whole list and what they do.

                  There's a lot of potential and you have a lot of creativity. If you get the hang of optimization and how to balance a map, you'll be an expert in no time at all.
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                  • Mapping King Mapping King x 1
                    Tony, Jan 31, 2020 Last edited by Tony, Jan 31, 2020
                  • Jan 17, 2020
                    Posts
                    • Like Like x 1
                    • Jan 17, 2020
                      Posts
                      Map name: zm_MkZk_Proto_XS_v1

                      Creators name (If known): myself

                      No. of Spawn Points (If known): 64

                      Map size (in mb): 6

                      Download URL: https://gamebanana.com/maps/207878

                      Short Description: almost the same as my last suggestion, but since its optimization is still not good enough heres a much smaller version with only the main-house + garden and a flat area around it.
                      • Like Like x 1