✅ [FINAL] zm_daylight_hunter_v1

Mol

Well-Known Member
EliteHunterz Clan Member
Mapper
13 Dec 2020
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Hey everyone :)

I have tried to make a map that makes the transition between hunting and camping fluid. The map is shaped like an infinity symbol, with 2 main rooms connected by the main road and a bridge crossing. While i have tried to create a varied enviroment for the zombies to use, i have always had in mind to make the paths overseeable and to leave plenty of space. I really hope this plays well, because it took a lot of time.

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  • zm_daylight.bsp
    9.3 MB · Views: 200
version 1
 

Attachments

  • zm_daylight_v1.bsp
    9.3 MB · Views: 192
uploaded to v1 for testing!
 
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V2
 

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  • zm_daylight_v2.bsp
    10 MB · Views: 212
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This looks nice, would love to test it on the server to see how it plays
 
Thank you

I have a couple of minor fixes to do, but with the next version i would love to have help testing it!
 
This should be the final version
 

Attachments

  • zm_daylight_v3.bsp
    9.6 MB · Views: 184
v4
 

Attachments

  • zm_daylight_v4.bsp
    9.6 MB · Views: 190
v4 is ready for testing on v3
 
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This should be the final version. Its optimized and i made the door wider.
 

Attachments

  • zm_daylight_hunt.bsp
    9.3 MB · Views: 187
uploaded (v1) for testing
 
Minor fixes
 

Attachments

  • zm_daylight_hunter.bsp
    9.3 MB · Views: 193
I have deleted about half of the props that were only there for detailing to reduce lag.
 

Attachments

  • zm_daylight_hunter_v1.bsp
    9.4 MB · Views: 200
Hey Molsted,

I also uploadet it on v1 now for testing, good job and keep working buddy

Map is now playable through special panel on v3

Greetings TheRalle
 
Last edited:
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ready for testing on both servers :)
 
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I would like this map removed/adjusted and here are some reasons why:
  • I have the worst fps out of all maps here
  • No chance for humans to "hunt" or "camp"
  • Zombies win 99% of the time

This map could be nice on the old servers without autosnipers and tanky zombies...(but fps-fix needed nevertheless)

Grettings POWHA
 
Thx for the constructive critism. I was aiming for a ct winrate of 3% but i will admit i messed up and only achieved one of 1% as you write.

No for real, i understand what you say about the fps atleast. I have an avg above 60 fps, which is fine for me, but some people might think otherwise and some might not even have that depending on their pc. One thing i have noticed is that there can be a big drop in fps, when a lot of people die at the same time, which will happen more often on this map, because i have made the criteria of succes to be more depended on teamwork. I´m sure that this will get better as people get better at the map. Remember that you are comparing it to maps that have been played for hundred of hours by a lot of people. Maps that are easy from the start would get boring in the long run in my opinion.

If enough people feel the same way about the fps, i can try to do more though. I dont want a map that is frustrating because of the fps :/
 
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Thx for the constructive critism. I was aiming for a ct winrate of 3% but i will admit i messed up and only achieved one of 1% as you write.

No for real, i understand what you say about the fps atleast. I have an avg above 60 fps, which is fine for me, but some people might think otherwise and some might not even have that depending on their pc. One thing i have noticed is that there can be a big drop in fps, when a lot of people die at the same time, which will happen more often on this map, because i have made the criteria of succes to be more depended on teamwork. I´m sure that this will get better as people get better at the map. Remember that you are comparing it to maps that have been played for hundred of hours by a lot of people. Maps that are easy from the start would get boring in the long run in my opinion.

If enough people feel the same way about the fps, i can try to do more though. I dont want a map that is frustrating because of the fps :/
I'm not familiar with the map because I don't play enough, however generally speaking it would be smart to:
1) understand where it can be further optimized. Is it static objects, is it missing occlusions, is it the lights?
2) make it as close as possible to a 50/50 zm/humans rate, when it gets too easy for the humans you can always release a v2 that introduces more complexity, but at that point people will not be caught off guard just as much.
Regards
 
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I'm not familiar with the map because I don't play enough, however generally speaking it would be smart to:
1) understand where it can be further optimized. Is it static objects, is it missing occlusions, is it the lights?
2) make it as close as possible to a 50/50 zm/humans rate, when it gets too easy for the humans you can always release a v2 that introduces more complexity, but at that point people will not be caught off guard just as much.
Regards
I can try using occlussions again. I removed them in the latest version, because i thought that they might have a negative net impact, but i might be able to place them in a better position. I like your idea of introducing maps with a more complex version in mind for the future. I will try that approach with future maps! :)
 
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