[test needed] zm_eh_pripyat

330d

Active Member
24 Nov 2021
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gamebanana.com
Original map zm_pripyat

CHANGE LOG
  • Changed lighting
  • Ventilation closed
  • Added and changed some shelter

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Attachments

  • zm_eh_pripyat_v1.rar
    19.9 MB · Views: 67
Wow, Pripyat! This atmosphere of Soviet times... I want to see this map on the server, I hope you will adjust it as needed!
 
Very simple map, I think it may be great for hunting. Not a lot of camping options, not a lot for zombies to hide behind either so might become an autosniper paradise.
Definitely interested to give this a shot on the server.

One thing I found is this spot
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This seems like an op camper spot.
Maybe you could make this board breakable.
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In addition to what Kriptic has already mentioned:
1) Another crouch spot that can cause trouble,near the spawn too so respawners will most likely stack in it and cause lags.
There is a similar car in zm_corps near the spawn,check how that one is placed on the map and replace this one.

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Basically,you want the one on your map to look like this,so players can enter through the side and not through the back of the car:
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2) This area looks reachable but actually isn't. In order for players to not get confused,simply make it reachable or have something like a slightly elevated fence to indicate you cannot go in there,up to you.

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3) People can boost for the little tree branch on my left to the roof I am aiming at.Unfair spot for humans and hard to reach for zombies as there are no areas to runboost from nearby.
Simply remove that little tree or make it non-solid so people cannot stand/boost from it.

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Other than that,I am excited to see how this map plays out on V3.
I remember playing this many years ago in Zombie Riot,where we fought waves of zombie bots and a final boss in the final wave.
 
You can get stuck in this corner and can't move at all
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All these vehicles causes damage. I assume it's intentional but I'm not really sure why?
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Everything is justified! Cars cause damage due to increased radiation:D
I assumed that that was the idea but I don't think it works very well when it is only applied to random vehicles and there is no way to tell until you start taking damage. Besides that, I also don't think it is a good idea to give players spots where they can either accidentally or intentionally kill themselves in those damage fields, so it would probably be better if they weren't there for gameplay reasons. I get that it's supporting the theme of the map but the theme should be secondary to gameplay imo
 
I assumed that that was the idea but I don't think it works very well when it is only applied to random vehicles and there is no way to tell until you start taking damage. Besides that, I also don't think it is a good idea to give players spots where they can either accidentally or intentionally kill themselves in those damage fields, so it would probably be better if they weren't there for gameplay reasons. I get that it's supporting the theme of the map but the theme should be secondary to gameplay imo

I see your point, Lotus. This is just a comic excuse for such “mechanics”. Seriously speaking, of course it is better to remove it. Well, if the author would like to leave it, it would be better to add a geiger counter sound to these places to warn players of the danger. This will not only preserve the author's idea, but also preserve the atmosphere, hehe