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Предложения по картам [CS 2 ZE] / Старая тема

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ОБНОВА
Название карты: ze_project_alcaria_v2_4
Ссылка на скачку: http://gamebanana.com/maps/194003
 
ОБНОВА
Название карты: ze_diddle_v2
Ссылка на скачку: http://gamebanana.com/maps/195031

ZE_DIDDLE_V2 CHANGELOG
(Full changelog history is included in the download)

GENERAL:
> Reduced entity count heavily in various areas to save edicts
> Implemented a cleanup script on round end (to clean entities/edicts)
> Implemented a game_weapon_manager to clean up normally used weapons for entity optimization
> Converted the root-floor texture in spawn to $alphatest (better looks)
> Increased warmup time by 20 seconds
> Nerfed baby HP
> Nerfed zombie-item baby (HP, speed, attack rate)
> Increased cooldown on the zombie items: Curse/Speed/BabyMaker
> Decreased cooldown slightly on the zombie item: Airjump
> The Curse item will now last longer, fly slower and be a bit bigger visibility-wise
> Increased the length of the push item trigger slightly
> Lowered the DiddleCannon damage
> Created script to detect human-vs-zombie ratio, auto-slaying zombies if there's not enough humans when a new stage starts (to save time)
> Buffed the wall item HP slightly

FINALE:
> Delayed the initial zombie teleporter slightly (the first one leading just outside the shop)
> The console will now warn about the initial zombie teleporter, added a brush indicator where it is as well^
> Wall items will now insta-break on the elevator
> Babies will now insta-die near the elevator (to prevent exploits)
> Zombies will TP in more rarely during the fetus boss fight
> When the fetus boss enters ragemode at 50% health it'll disable zombie TP & baby spawning
> Reduced the amount of babies in a specific vagina-area
> Decreased the fetus boss HP heavily (in order to balance things out with the DiddleCannon/make bullets affect it more)
> Decreased the diddledick boss HP very slightly (should hopefully be fine)
> Decreased a few hold timers slightly in the initial blob-area
> The final hold on the normal ending will now be *slightly* more difficult for humans
> Moved/tweaked a few zombie-TP-activators to be more fair for defending humans
> Fixed a lightmap issue in a spot
> When a zombie gets TP'd to the boss (fetus/diddledick) it'll be given 666hp
> Added another path for the final magmacave escape sequence, should be harder to defend
> Made both the elevator and stair path obligatory (if a zombie reaches the end of one path it'll "fail", letting zombies ahead first)

SHREK:
> Reworked the coin-spawning logic to split into all different "layers" (if you miss coins in a layer it will still be there the next layer)
> Nerfed zombie boost super-slightly at the end

TURTLE:
> Changed the tiki-breakables to wood instead of rock
> Optimized (func_detailed) a bunch of brushes that weren't optimized
> Cleaned/merged a few entities for optimization

DIGLETT:
> Made sure to stop music when the 4th boss dies
> Added a timed auto-nuke for the first boss (to avoid eternal delaying)
> Cleaned up a lot of entities
> Increased auto-nuke time for the 4th and 5th boss by 20 seconds (got reports of servers failing just a second away)
> Decreased a few hold timers that dragged out on time too much
> Tweaked a displacement in the ceiling slightly (people still managed to get stuck..)

WEABOO:
> Made the "QUACK" sound slightly louder

OMAHA BEACH:
> Qazlll remade the area (has very similar logic/events, the layout is just slightly changed)
 
Последнее редактирование:
Название карты: ze_infiltration_final_r1
Ссылка на скачку: http://gamebanana.com/maps/196141
Старый, добрый инфильтрайшн фэйнал, ктр Люфарен довел до ума
Hello!
This map has undergone a whole lot of work throughout the years. It was made for CS:S in 2010, ported to CS:GO in 2014 and now i'm updating it for a final time in 2017.

I felt that the map needed some tweaking, this is what i came up with:
> DamageFiltered the early elevator breakable to T's only (CT's can easily grief)
> Fixed the secret room/item (also increased the cooldown heavily on the item due to its strength)
> Extended the hold where you have to defend the rocket-like object
> Added a side-door before the final elevator to prevent confusion
> Fixed the final elevator hold to do what it was always intended to do (now you have to defend all floors as it passes by)
> Increased the final explosion particle work slightly
> Delayed a zombie TP at the end (where zombies could just jump down and teleport ahead)
> Scaled up the helicopter as it was too small for 40+ players

It's nothing too major in general. I'm not really adding things to it either, but instead just fixing what was missing.

I think i will let this map stay untouched after this update (unless there's some major issue found from it). It should work just as originally intended with these changes.

I had to scrap the entire elevator-hold sequence due to the 9-minute roundtime in CS:S, but now it's been re-implemented.
 
Немножко зм
Название карты: zm_ruined_town
Имя автора (если известно): Struppi
Количество точек для спавна (если известно): 64
Ссылка на скачку: http://gamebanana.com/maps/196151
Короткое описание:
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ОБНОВА
Название карты: ze_diddle_v3
Ссылка на скачку: http://gamebanana.com/maps/195031
ZE_DIDDLE_V3 CHANGELOG
(Full changelog history is included in the download)
GENERAL:
> Fixed missing/black textures (which seems to have caused some client crashes on mapload)
> Updated the minimap radar (as the omaha beach stage is revamped)
> Increased the active-time of the small+big dick item (buff)
> Both dick items will now become black/red colored under cooldown
> The wall items will auto-hurt themselves when zombies are hugging them (to prevent stack-exploits)
> Increased wall HP as compensation to this^
> Walls will now auto break after 100 seconds
> Decreased the push item cooldown by 15 seconds
> Tweaked the heal particles to stop a bit earlier (matching the active-time)

FINALE:
> Reduced blobarm HP slightly
> Buffed the fetus boss HP
> Changed the fetus boss ragemode, it will now activate at 30% HP instead of 50% HP
> Increased the auto-nuke timer on the fetus boss
> Added a console message when a zombie teleports to the fetus/diddledick boss
> Reverted the final top-rock on the normal ending, it should be smoother to defend now
> Delayed the zombie-cage breaking during the magmacave escape (by 3 seconds)
> Fixed a diddledick bug that would make it stop attacking at random
> Nerfed the damage and speed of the diddledick lasers
> Fixed the diddledick boss not being able to take damage from the diddlecannon
> Buffed the diddledick HP (from 700 to 1500, especially as the diddlecannon works now)

SHREK:
> Fixed the bugged textures (mostly noticable near the end)

TURTLE:
> Tweaked some boss HP slightly
> Increased the amount of boss self-heal-hp
> Decreased the amount of damage to the boss when a human falls into the water

DIGLETT:
> Fixed a bugged song loop at the 4th boss
> Tweaked the human TP trigger at the end of the 2nd+4th boss, it will now cover the entire final hallway
> Moved back the surf-zombie-slow trigger slightly (to not interfere with normal defending)
> Tweaked the 2nd boss pull-attack to only hurt humans in FRONT of the pillars (back/sides are safe now)
> Tweaked HP on all bosses slightly
> Tweaked some hold timers

WEABOO:
> Reduced the playtime slightly (so it matches the music before teleporting out)
> Increased cooldown on the torches
> Made the torch-push weaker

OMAHA BEACH:
> Added a barrage of mortar strikes to spice things up
> Added a visible bridge for the zombie shortcut (also textured the shortcut to make it clearer)
> Tweaked the position of a few coins stuck in the bridge
> Increased the final hold time heavily (from 45 seconds to 80 seconds) to make things more intense
> Reworked the helicopter (chopper blades will spin with a sound, the ladder is larger)
> Tweaked some timers to make things easier for zombies
> Increased width of the middle bridge
> Increased explosive range slightly on the bomb-hold
> Lowered hurt trigger for the spikes
> Re-added another sound that was left out in the v2 update
 
Название карты: Death Valley
Размер карты (в МБ):
Количество точек для спавна (если известно): 64
Ссылка на скачку:
http://gamebanana.com/maps/196363
Короткое описание: Большая карта с множеством ловушек и кнопками для троллинга команды
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Сервер: CSGO ZE
Название карты: ze_Naruto_p
Количество точек для спавна (если известно): 64
Размер карты (в МБ): 60
Ссылка на скачку: Клик
Короткое описание: Большая интересная(странная) карта.
 
ОБНОВА
Название карты: ze_pizzatime_v4
Ссылка на скачку: http://gamebanana.com/maps/195893
  • Tweaked a whole lot of balance-related things
  • Fixed some possible exploits
  • Fixed a low gravity issue where newly infected zombies still has lowgrav
  • Opened the admin room for everyone
  • Made the final volcano killer kill humans only (and zombies 5 seconds after)
  • Made the palace spring enable/disable itself for zombies depending on where the pizza roller is (to avoid making it too OP)
  • Added more barrels
  • Added more pizzas
  • Tweaked a few secrets
  • Made the water tomato red
 
Название карты: zm_toxic_house3_csgo
Количество точек для спавна (если известно): 64
Размер карты (в МБ):
Ссылка на скачку:
http://gamebanana.com/maps/196437
Короткое описание:
Remake of zm_toxic_house3 for cs go
 
ОБНОВА
Название карты: ze_fire_temple_v2_2
Ссылка на скачку: http://gamebanana.com/maps/195858
  • Added optimization and changed crystal color
 
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