[online] zm_highschool_day_huhn_v1_1

Dataworm

Ex-Admin
Ex Admin
22 Feb 2015
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Saw players getting stuck here too often. I would say we simply should remove all the soda machines from that place,
20210827180251_1.jpg


Also the street lamps, especially this second one, are also a bit problematic. I guess as human you can get to that second one only with rb but once someone get their, defending this spot is too easy. So I would say this second street lamp needs to be removed or get closer to the building like the other one.
20210827174448_1.jpg

In general 2 humans with para can defend this street lamp quite easy. One reason for that is that runboosting is quite limited due to the fences. I think removing the fences would be a good solution so that zombies would be able to runboost from different angles.
20210827174757_1.jpg


Furthermore I often see that zombies have trouble to get on the roof when many humans camp there.
20210827175621_1.jpg
In theory there are enough ways to get up there but distances are quite large and when a zombie gets up, there can be a large amount of humans with autosniper, para and so on who can shoot zombies down again long before they get close to the humans. Maybe one or two more ways up to the roof on the sides could help to balance this spot. For example with boxes in the following corner we could get add another way to the top:
20210827175705_1.jpg
 
i would update the map

the gym is also overpowered and one of the unfairest camp spots.

Overall its also a good hunt map ,maybe a better map with less entrances to main building.

* acording to the last point: i would prever more crates on roof than more ladders
the zombies have to use them tacticle (hiding) and the sniper have more fun to aim them.
 
Last edited:
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the gym is also overpowered and one of the unfairest camp spots.
true that. some boxes at ground might solve this issue tho.

The roof itself has enough ways up, it is conquered a lot. I guess more boxes are a good idea but dont make them too campy xD

Another issue are the doors which can be blocked easily by 2 players or props. Many rooms got more props (sodas) than needed. Plus the theater - those heavy boxes are an issue too - they glitch players and make the room unbeatable if used properly.
 
here the "huhn_version" i changed a lot
 

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  • zm_highschool_day_huhn_v1.rar
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It think that should be blocked of because, the ladder was removed.
Untitled2.jpg

Shield is blocking the view when in crouching and jumping also, when standing on crates looking down, it also blocks. Was unable to drop it.
Untitled3.jpg

I think it will be a map that will "force" more hunting than camping.
 
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- i see there no reason why it should be blocked

- the Shield is only for zombies

but thx for the 'pre' test :)
 

- i see there no reason why it should be blocked

- the Shield is only for zombies
Ok, now I understand, I could pick up the shield because I have chosen T Team.
Reason for blocking that path is because, it will cause some blockages until the players will find out at there is no ladder, it can be called "troling"😕
 
Thank you for working on this map. There are many changes I like (secret camp room for example) but I have some things to be edited and some questions:

1. Theater

These palettes are what I meant with boxes in theater. They cause problems. Pls fix them (currently they can be moved to block the door) or replayce them by 2 sodas and a sofa.

1634060814528.png



Same here. They can be totally removed as they are used to block the second entrance to this room. One Soda to block the entrance to little secret room is enough here imo - but soda should disappear if shot to the entrance (from roof).

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b) second entrance/exit - where is the ladder?
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2. Gym - not sure about that one.

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Well basically this spot might be dead now. Instead of completely removing the tread why dont you just made it bigger so fattiez can move left/right to get them camperz (just an idea). Another Idea was to add some boxes at the floor so fattiez can jump on each other and knife from underneath.

3. Doors inside

a) This door for example opens slowly now but it can it still be blocked? I hoped for slide doors to make it impossible to glitch them

1634061162842.png


Other doors like this can't be opened anymore, making it harder for zombiez to get CTs that dare to come inside. Why did you close this paths/rooms?

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3. Weapon producing an error (lil huhn logo)
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4. Sad that you removed this spot - why actually? It wasn't op but a good balanced spot.
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5. This little Huhn logo is everywhere inside
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6. You should have removed the second row of sodas here - as it is hard to move out by zombies and it is needed to jump up the container if no teammate wants to help. Takes much more time not than before to get a soda aout of here :)
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7. I got this console spam:
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating
Bad SetLocalAngles(0.000000,360007.437500,0.000000) on deagle_rotating


Ps. Intersting solutions with roof and boost. Might work actually.
 

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1a. I changed the Moneyblock wight to 100 it the same like Sodas

1b. I limited the ways to acess the roof, i want to make easier to defend the roof.

2.i dont like this "walledge" spot , wider ways mean more space for camper too, mostly while playing its not possible to acess the gym because its full of campers.

3. i removed the leaver Version now its open with a push impulse , i hope it will work.

4.yes it was a fair spot but not very popular in my opinion, i removed it to create more free space on the ground.

6. i dont understand what you mean ? i removed already the second row

I fix all other issues in this Version and improved the gym spots:
 

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1a. explicit the 3 money blocks in your first picture are now not moveable
 
Hey Huhn,

I uploadet the map on v1 for testing, i tried it before uploading by myself, seems fine.

just saw only:

func_breakable (func_breakable) at (146.000 116.000 3.000) using obsolete or unknown material type.
Attempted to create unknown entity type info_ladder!


but its not important so much, ladders works fine i think maybe u did func_ladder entity instead ladder texture

Greetings TheRalle
 
First of all thank you Hühnchen! Some changes are very nice imo.

We tested it and some of my worries became true. Some of the changes are not an improvement, they make it even harder to conquer the roof.

4:0 CTs, ZM not even close to a win :/ Usually CTs dont win on new map versions (if balanced properly). Original version is already favoring CTs - so our fixes need to balance map to give zombiez a fair chance to win it from time to time.

What should be done?

1. the fences should be removed - they are op. At least the gym side fence reduces zombies opportunities
2. pls bring back all ladders - they are needed for this map
3. pls make the walls be walkable again they have never been an issue but were useful for hunters
4. increase the water (landing area from roof) - it needs to be at least doubled for those who know how to jump longer
5. pls open the room inside of school (I showed you) - and if possible replace all doors by sliding doors that cant be glitched by players or props

+ bonus 6. pls bring back the old camping spoot instead of the new camping spot (which is harder to get, especially when walls are not walkable)

Looking forward to hear from you!
 
what i done : point 1,2,4 and 6 and some other balance improvements .
to point 5 in this room is since my first version a secret hidden. ;)
also to point 5 the doors are now fixed and not blockable.

in comparison to the orginal version this Version should be much better balanced.
 

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From what I understand, these walls were walkable, it was possible to walk on them. Same goes for the walls on the others side of the map. In this map version. 1_2 it is impossible to walk on the wall. Some of us like to play as Humpty Dumpty :D
Untitled1.png
On this spot it used to be some crates, yes it was a camping spot but fattys could win it. Maybe this is the spot that easy mention?
Untitled3.jpg
On this ventilation shaft it used to be a ladder, that ladder , we needed back, please :D
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I don't see a reason for blocking this door, if fattyes get attacked there it would be nice if they can have a escape way.
Untitled5.jpg
On this fence, is it possible to remove that marked part? Speakers can remain because, those that chose to camp on them will get infected as soon as the platform on the wall is owned by fattys.
Untitled6.png

Thank you for you're effort put on this.
 

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i had not time to comment all changes in v1_2 , i uploaded the map quickly befor i went into bed ;)

here the forgotten news : they cant camp on the fence it is blocked.


when i remove or block something it has a reason , its hard to explain why it is part of my game experiences and on the other hand i want to create new game experiences with my changes.

dont be so critical , look first how it works and after a while you will maybe understand why it is how it is.



I personaly hate the walkable wall for zombie its unfair ,it is to hard to catch CTs on it ,but i free the ground area ,it is now a better hunting area and much more fair then this stupid wall, really i hate this walkable wall xD
 
😅You're the map maker, you're rules ! Map was played today, got to play 2 rounds and yes, it is fair for both teams.
 
I am still missing the ladders. Did you forget it?

Plus double doors need an edit, they can easily be glitched by spamming E which was a problem on many other maps too.
 
  • i decreased the high of the middle crate roof spot and add moveable crates for zombies to conquer the spot.
  • the spawn area on the roof is removed
  • and some other spot changes
  • door fix , open automaticly when it gets blocked

More ways up to the roof :

-a ladder at containers and some other ways

-a ladder in the vents is also back , but reachable only with teamwork.

- Windows are now easilier to destory only 1 knive stab
 

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  • zm_highschool_day_huhn_v1_3.rar
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Hello Huhn,

thanks for the next edit, some changes are good and will most likely do the job and improve the map, unfortunately others are not (me and other admins mentioned some above already):

1. Please revert the two rooms next to the entrance back to normal as they are very important to zombie gameplay in building. On a CT-favoured map it is very questionable to protect CTs even better than they already were before.
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2. This ladder should be reachable by a single player like it was before. The room atm is a zombie trap, the roof is overpowered for CTs. Plus this solution (teamwork ladder) will cause lags on server as player will most likely get stuck in there.
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3. The four second delay of doors will produce new issues from admin's perspective: teamkilling and doorclosing. The 4 second should only apply to a specific player but the nect player should be allower to reopen it immediately, otherwise we need another solution here

4. (other admins already asked you too). Please open this door again - see #1: Dont destroy the only refugium for ZM on this map :)
1634459798047.png
 
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Im just about to give my opinion. I feel like underlining that because i strongly agree with Jannos approach to fixing the map. The entire building except for the gym is deadspace for cts. Janno is trying to change that, so you can hunt in these areas. Right now there is a to strong devision between the roof and the building. Zombies are op in the building and cts are op on the roof. These doors must be blocked to make the building a realistic hunting-ground for cts. You are correct that this causes a problem for zombies but again that is only going to be a problem as long as long as everything else stays the same. So shouldnt we focus on creating more and interesting pathways to the roof instead of just opening the doors again? This is what Janno is trying to do. I dont think that he is there yet. There needs to more or maybe just better ways for zombies to get to the roof. You could even create an opening in the middle of the roof to a garden in the middle of the building. This would break up the way to big open area and give zombies a new and interesting connection between the roof and groundlevel. Opening the doors again is just going to feed into the clear devision between a huge zombie and ct safe ground. This is frankly boring and outdated gameplay.
 
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