[uploaded 4 testing] zm_eh_timeline_v6

Raider Wesley

Well-Known Member
12 Oct 2023
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I present to your attention:

zm_timeline_eh_v1
The map consists of 4 locations: Medieval fort, modernity, cave, industrial part.

In a medieval fort, players can group up and defend the fort from waves of zombies. The gate is closing, but zombies can break it. There are also workarounds for zombies to get inside.
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From the Middle Ages we move to industrial part. A small location that looks like the backyard of a factory.

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Next we move to modern times. This location is the largest, it has a house in which there are many shelters from zombies. The roof also has shelters on it

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(In the director's office there is a button that provides additional protection against zombies. It is not difficult to find)

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And finally - a cave. The smallest location, but no less useful. Also serves as a great place to fight off zombies.

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I have been making this map for quite a long time, trying to make it beautiful and, not least, interesting. I'm still learning the Source engine, discovering new things when I work with it. I hope players enjoy the map, I made it with love!

This is where our tour ends. If you find errors while studying the map, send screenshots in the comments, I will try to correct all the shortcomings!
 

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  • zm_timeline_eh_v1.bsp
    3.6 MB · Views: 117
Any mappers that could give some feedback?
I've been waiting for a long time for someone to evaluate the optimization, find errors and bugs, and in the end I'm waiting for them to test it so I can see the map balance
 
Hey,
Im sorry it took so long to get an answer.

I just checked out your map. I like the idea of how you travel through time with each area. Spots look balanced but only time will tell. Leave it to the people of V3 to find op spots to exploit.
I havent looked at the map in the editor yet.

So far I only really noticed some of your textures not being aligned properly which isn't really a problem.
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You can align textures by selecting the texture of the first brush while holding down ALT and then applying it to the second brush.

Other than that, great work nonetheless and I'm looking forward to try out the map on the server.
 
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So I checked the map in the editor and I believe the optimisation you have already done should be sufficient. It is a small map with not really much open area so there isnt really a lot you can do anymore to improve it.
One thing you could do if you wanted is to add start and end fade distances (This makes props fade out of vision completely once you are a certain distance away) for a smooth transition the start and end value should be 200 units apart. For example Start Fade distance 1000 End fade distance 1200.
If you set the values you will see 2 big circles appear. This is the visualization of the actual distance so once you leave the first circle the prop will start to fade out and when you leave the second circle it will no longer be visible. This can also help with perfomance on your map but for your map I don't necessarily think it is a must.
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One more nice thing you could do is to add clips to the stairs as seen below. This will make going up and down the stairs much smoother and wont cause the bumpy effect that stairs usually have.
This also is not a must but its something you can do in a couple of seconds and in my opinion a nice addition.

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Thats pretty much all from me.
Great work,
 
So I checked the map in the editor and I believe the optimisation you have already done should be sufficient. It is a small map with not really much open area so there isnt really a lot you can do anymore to improve it.
One thing you could do if you wanted is to add start and end fade distances (This makes props fade out of vision completely once you are a certain distance away) for a smooth transition the start and end value should be 200 units apart. For example Start Fade distance 1000 End fade distance 1200.
If you set the values you will see 2 big circles appear. This is the visualization of the actual distance so once you leave the first circle the prop will start to fade out and when you leave the second circle it will no longer be visible. This can also help with perfomance on your map but for your map I don't necessarily think it is a must.
View attachment 18392

One more nice thing you could do is to add clips to the stairs as seen below. This will make going up and down the stairs much smoother and wont cause the bumpy effect that stairs usually have.
This also is not a must but its something you can do in a couple of seconds and in my opinion a nice addition.

View attachment 18393

Thats pretty much all from me.
Great work,
Thanks for your feedback! I'll take your advice and try to make the experience of playing on my map more enjoyable!
 
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I fixed a texture issue, made the stairs smoother, and adjusted some of the camper spots for better balance. I also made the drawing distance for some objects
 

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  • zm_timeline_eh_v2.bsp
    3.6 MB · Views: 95
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I like the idea/theme of this map,I only have trouble understanding the making of one area out of all:

1) I would simply remove all the boxes from the roof of this area. Place is highly elevated already,no need for further higher camping spots to exist on top of already highly elevated place.
Only boxes I would keep are the ones I am pointing at in the screenshot,but I would remove that single fence being placed there,I see no point of it's existence.Just keep the ladders and the boxes in that single area I am aiming at.

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2) Similar to point number 1,if boxes are not removed from the roof,people can boost on top of the box to the right and stand on that reiling.Pretty good and unbeatable autosniper spot if you ask me.

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3) Overpowered crouch spot under the stairs inside the building.A lot of room for many humans to crouch in + impossible for zombies to crouch and kill them + massive server lags.
Either block it off completely or make it tighter and remove the boxes.
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4) Once again.Many boxes on top of each other leading to higly elevated spots like these two.Remove them and replace with slightly less elevated box spots like the ones in cbble or marbble.
Or,have a container there in that corner,similar to the orange one in lila panic,near the spawn.

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Other than this specific area that needs to be overhauled,I see no problems in the other areas.Map is worth a try.
 
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I like the idea/theme of this map,I only have trouble understanding the making of one area out of all:

1) I would simply remove all the boxes from the roof of this area. Place is highly elevated already,no need for further higher camping spots to exist on top of already highly elevated place.
Only boxes I would keep are the ones I am pointing at in the screenshot,but I would remove that single fence being placed there,I see no point of it's existence.Just keep the ladders and the boxes in that single area I am aiming at.

View attachment 18581

2) Similar to point number 1,if boxes are not removed from the roof,people can boost on top of the box to the right and stand on that reiling.Pretty good and unbeatable autosniper spot if you ask me.

View attachment 18582

3) Overpowered crouch spot under the stairs inside the building.A lot of room for many humans to crouch in + impossible for zombies to crouch and kill them + massive server lags.
Either block it off completely or make it tighter and remove the boxes.
View attachment 18583

4) Once again.Many boxes on top of each other leading to higly elevated spots like these two.Remove them and replace with slightly less elevated box spots like the ones in cbble or marbble.
Or,have a container there in that corner,similar to the orange one in lila panic,near the spawn.

View attachment 18584

Other than this specific area that needs to be overhauled,I see no problems in the other areas.Map is worth a try.
I will listen to your feedback and take necessary action. Thanks for looking at the map!
 
I've updated all the points Soup mentioned.

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Thank you for leaving feedback and pointing out mistakes, I always listen to your words!
 

Attachments

  • zm_timeline_eh_v3.bsp
    3.5 MB · Views: 78
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From today, the map is called zm_eh_timeline, instead of zm_timeline_eh.

(Admins, please rename the discussion title)

The following points have also been changed:

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1 vending machine has been removed from this location and the entrance has been expanded slightly.

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The camping spot in this room has been changed

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The boxes near the container were removed.

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A gap was added so that zombies could infect people through it. (People, next time be careful not to get too close) Fixed this camper point because I found it difficult for zombies
 

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  • zm_eh_timeline_v4.bsp
    3.5 MB · Views: 77
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zm_eh_timeline_v5

I hope this is the latest version of the map, since there is nothing special to fix. There may be some fixes, but that doesn't matter.

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A passage was added in case the zombies did not want to storm the fortress, but just wanted to pass by.

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A secret location with a great sword has been added!

Thanks to one of the players for this. During the test, I noticed one player shooting at the wall, thinking there was a secret there. The player who shot the wall, now there's a secret, just know it haha
 

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  • zm_eh_timeline_v5.bsp
    4 MB · Views: 74
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The gate can be broken. But if it's difficult for zombies, I can make a passage to the other end of the location so that zombies don't get stuck here. Or maybe you can suggest something better?
i know, but i have seen it be to difficult multible times. A solution could be something like that yeah :) Perhaps a wide tunnel under the castle could also be fun

edit: Just saw your tunnel going around. It looks cool! but from a gameplay perspective, i would strongly suggest making it a lot larger. Firstly to avoid cts camping in it and secondly it would give cts the opportunity to move around zombies. You can take a look at 4way for a good tunnel reference
 
Last edited:
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i know, but i have seen it be to difficult multible times. A solution could be something like that yeah :) Perhaps a wide tunnel under the castle could also be fun

edit: Just saw your tunnel going around. It looks cool! but from a gameplay perspective, i would strongly suggest making it a lot larger. Firstly to avoid cts camping in it and secondly it would give cts the opportunity to move around zombies. You can take a look at 4way for a good tunnel reference
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  • zm_eh_timeline_v5_fix.bsp
    4 MB · Views: 70
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zm_eh_timeline_v6


Made the map more free. Removed some camper spots, redid others
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Removed collision from some objects.
Fixed bugs.
Good Luck HunterZ!
 

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  • zm_eh_timeline_v6.bsp
    3.9 MB · Views: 59
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zm_eh_timeline_v6 is uploaded for testing
 
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