Welcome to PlagueFest.com! Log in or Sign up to interact with the Plague Fest community.
  1. Welcome Guest! to interact with the community and gain access to all the site's features.

zm_natalyas_cottage

Discussion in Completed Maps started by Natalya, Jun 28, 2011

  1. Jun 28, 2011
    Posts
    [IMG]

    Hey guys, you're the first to get to see this map. Feel special. :smile:

    http://www.lady-natalya.info/downloads/zm_natalyas_cottage_r.zip

    Map has cubemaps, 64 spawns, and a radar map. It isn't big though so you probably don't want 64 people on it at once, but I just threw in the extra spawns for the hell of it. Umm, like my zm_onadega map series, this is based off of a real cottage in Ontario. The building itself is like 100% accurate except the deck is a little different IRL. Everything else is approximation from memory. There are four main rooms to camp inside the cottage -- two upstairs and two in the basement. You can also camp the house's roof and maybe (not tested in game) the kitchen could work as a spot but no promises there. There is also a small secret room in the cottage. The garage outside is also probably a good spot, and you can camp its roof as well.

    When you spawn, if you go to the left there is a rocky area at the map border... One of the rock formations, you can jump on it from one side. This is a good spot to shoot zombies from. To the right of spawn is the tree house from zm_onadega_v3nn and if you go down to the water there is a small shed and a dock. You can camp inside the shed, or if you have propmenu one or two file cabinets will let you climb on top of it. The dock is also a worthwhile spot because it is high off the water -- shoot the zombies in and they have to travel a long way to get back to you. I hope you guys like this; its my first zombie map in a while.
  2. May 11, 2011
    Posts
    Awesome, I love your maps =)
  3. Sep 6, 2010
    Posts
    Me too, looks awesome! I love small maps :smile:
  4. May 15, 2011
    Posts
    Tested it.

    Very beautiful and well done.

    I noticed however the textures used for the interior of the Mustang were not included in the .bsp file. (It's all pink)

    You forgot to add a buyzone. That's a must since we are dependent on those.

    I love your displacement work though. Very well done. :3

    Level Design and ambiance I give 100/100.

    As for the gameplay.

    I've been unable to test that.

    However I noticed alot of small and light props were used.

    Not alot of rooms to cade in unless you were going for a more cadeless outlook on gameplay.

    I found no illegal spots so that's nothing to worry about. (Or atleast non that seemed illegal.)

    As for playability. I will give a rank once I've played it in action. Otherwise that would be unjust.
  5. Jun 28, 2011
    Posts
    Omg years of mapping and I'm still the biggest n00b ever!!

    Re-dl the map. You'll notice it says _r at the end now.
  6. May 15, 2011
    Posts
    Yes I can now buy my guns. <3

    I also noticed you were using alot of prop_physics_multiplayer and then I realized you weren't posting this here to be put on the pF ZM server. :sweat:

    So most of what I said in my original post is just rambling.

    I must say it's a very pretty map. Without a skybox. :razz:

    Also the interior to the Mustang is still pink. Was this intentional?
  7. Dec 7, 2010
    Posts
    Awesome!!! Its "THE" Natalya!
  8. Jun 23, 2010
    Posts
    Looks pretty good! :grin:

    And finally some new day light maps :razz:
  9. Oct 10, 2010
    Posts


    forgive her, she was long time out of business...
  10. May 15, 2011
    Posts
    Who's Natalya?

    I mean I know it's the one who made this map but why is/are you so popular?
  11. Oct 10, 2010
    Posts
    you not an oldschool zombiemod guy ....
    otherwise you dint ask this question
  12. May 15, 2011
    Posts
    No. :sweat:

    I use to play pro cs so I didn't get into zombie mod until I met you guys.
  13. Jun 28, 2011
    Posts
    In 2009 I was the ZM mapper who had their maps played most frequently, aside from Lila of course. Runners-up were Atix (helicopter was played so much back then), MoOnLiGht, and Roy. This is mostly because of how many maps I made, or worked on:

    ze_retribution

    ze_space_station
    zj_natalyas_jump
    zj_ocean_assault

    zm_base_day
    zm_cabin
    zm_complication

    zm_deep_thought_nv
    zm_desert_fortress_v2
    zm_isolation_x
    zm_lighthouse_v2
    zm_lila_panic_66

    zm_lv426

    zm_moonlight_v2

    zm_natalyas_ship
    zm_natalyas_winter
    zm_nehellenia
    zm_onadega
    zm_salon_moon
    zm_siberia

    zm_wtfhax_v6


    Blue means I made it,
    teal means I worked on it but someone else created it originally.

    I don't think I forgot any, but I might have...
  14. Jul 14, 2010
    Posts
    Idk if possible but you should fix nataylas ship :smile: that map was the best.
  15. Jun 28, 2011
    Posts
    I will. :smile:

    Oh umm, if you have pink textures, I know this is a pain but VIDE didn't pak the materials for it into the map for some reason...

    http://www.gamebanana.com/prefabs/3839

    Download that and you will see the mustang in the garage just fine.
  16. Apr 9, 2007
    Posts
    Holy smokes! Nice map! Are you still working on racing/RP? or not really?
  17. Jun 28, 2011
    Posts
    http://www.gamebanana.com/maps/157517

    FPSB link there.

    Umm, I'm going to make a new RP map for the RP server since the Cali one is nice but a little laggy and could use some gameplay improvements. If you want to see what I'm up to, I have a forum here:


    www.lady-natalya.info
  18. Oct 10, 2010
    Posts
    the ship map is already fixed by me,
    just needs only a fully compile, since my is fast vis*....

    (*mapper know what this mean)


    ***edit

    new RP map eh?

    you worked how long on california?

    one year, two ? xD
  19. Jun 28, 2011
    Posts
    One year on Cali... It has problems which can't be fixed with a remake. (Layout, etc...) That's why I'll just do a new one.
  20. Oct 10, 2010
    Posts
    since it runs on brushlimit, you should...