☑ [WIP] zm_rooftop_runaway_r_v1

The Bear Jew

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6 Jul 2019
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Hello everyone :), I have been working on editing a new map for a while now and finally can publish the beta version!.

Before finishing the map I would like to get feedback/test it with you guys to see if the gameplay is balanced for Zombies and Humans, or works without any unexpected errors.

Pics: Have fun : )

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BONUS: Secret room

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ATTENTION: this map was originaly created by Roger Gargantua in 2007 - LINK
 

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  • zm_rooftop_runaway_r_v1.bsp
    23.7 MB · Views: 181
This is usually an escape map?! Have you changed it to a non-escape version or do you just want it to be added as a special map?
 
Pfouaa the flashback you put on me ^^

I was playing zombie escape just for this map .. I was the kind of boring guy who shooted on the table to put it on the "ramp" :')
And the bunny hop that I loved to do with the speed of this ramp..

This map seemed huge to me when I was young, but in fact it's very small for an escape map, it's just that there were lots of different ways to reach the end ^^

Well done, it will please some I think
 
-Few fixes & changes.
-Removed custom sound that didn't work and increased unnecessarily the map file size.
 

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  • zm_rooftop_runaway_r_v3.bsp
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No HP damage is taken upon falling (for humans), I do find this as being an unfair advantage for fattyes. Yes, it does prevent intentional TK, but again if I as a fatty chase a human, and it fells from a roof top and does not take damage, that chase can go until the round ends. This "trick" must be implement for maps where intentional TK is a risk, like Canals.
 
Agreed. Fall damage is a must have on our servers.
 
Thank you for your feedback.

No-Fall damage has its advantages and disadvantages - on one hand, if we removing it, it might lead to a massive rage-quit from newbies that keep falling from high places IMO. On the other hand, it can become an unfair advantage for humans. It's a complicated subject, I guess we will need to test it out, I will remove it in the next update to see how it will go.


V4 UPDATES:
- A lot of people were complaining that they don't have enough time to settle at a certain place before the first infection starts. Therefore to fix that I added new shortcuts to the skyscrapers zone where humans have the highest chance to survive.

- Added a small metro pathway at the spawn zone to the center of the map area(still a lot of work needs to be done there, so it might delay the update)
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Aight, finished it earlier than expected. feedback would be nice as usual :- )
 

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  • zm_runaway_v4.bsp
    5.7 MB · Views: 170
Seems OK now, the only problem I have found is in the square that is supposed to have water in. Water is gone and makes it look like there is a invisible roof. It makes it look glitchy.
 

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Seems OK now, the only problem I have found is in the square that is supposed to have water in. Water is gone and makes it look like there is a invisible roof. It makes it look glitchy.
For some strange reason, the map rejects any water texture..

Anyway, there are still water' functions there(no fall damage for example). So, until I'll find what causing the bug there, there will be no water texture(P.S I fixed the glitchy textures).



UPDATE:
- New spawn-zone locations for both CT and T.
 

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  • zm_runaway_v5.bsp
    6.3 MB · Views: 178
Last edited:
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Uploaded for testing to v1!
 
Well....I was not expected that ct's will get butchered on this map 😅. Maybe if some of the ladders get deleted in that way will restrict the access to the roof area.
 
Yes, nostalgia rolled over, on this map I began to learn noob bhop))) I played ZE for a lot of time, those were good times! Hope to play this map soon!