ZM_3_ROOMS_V4

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Davo_SVK

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25 Sep 2022
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Hello guys. Im old player on EH server V3 in CSS, (since 2010 or 11) And I would like to make a funny map for this server. If you want. But Ive already started. I took my old small buggy map from 2013 and totaly remaked it. Brush fixes, nodraw, etc. Its now bigger, and Ive added lot of "secrets" which add the fun in the map.

Do you think will it be cool? It should be finished in week or two. The map is about 3 big rooms with camp spots, also there is network of sewers, one very well working foolproof Elevator, and lot of secrets including secret room where you can switch all the lights off. But its pretty hard to get there. There is also secret vent, where CTs could stay alive forever. But zombies can turn on the fan (also secret button) and wipe them out from vents :p more secrets incoming of course. Map should be very well balanced. 64 spots


thx for any suggestions :p



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Hello @Davo_SVK!

Welcome to the server, took you long ;) jokes aside: New maps are always welcome as they are fun to explore, play and master. Of course new maps need to be tested before being added to our servers. Just leave a link here as soon as you are finished and don't forget to add me at steam so I can give you a call when we test your map(s) on v1 or v3!
 
Thank you! Im adding you. Map will be finished this week. Another week will be for optimisations (SKIP/HINT/areaportals/nodraw fixes/Func_detail) and details (light fixes/decals/decorations/etc)
 
Sooo, the map is finished as I promised. Now optimisations, fixes and details are now in progress. in 5-6 days it will be ready for the server. We can test it then. Adding some screenshots. I have to fix many things, so dont take those screenshots too seriously. But map (corridors/places/rooms) is finished.

I hope u will love it. There are tons of secrets and surprises. Should be balanced T-CT as I said.
 

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I have a question for admins. What is maximum acceptable size (in MB) of the map please? Thank you!

Btw, map is fully optimised. there are some small unfixable weird prop lightings. 72 spawnpoints, elevator total durable against any blocking, or even blocking by props. After some sound fixes its ready for the test :p Tomorow in the evening, after final pack..
 
Well you shouldnt exaggerate with file (or map) size. But we live in an age of high speed internet so I guess you dont have to care too much about file size. usually maps are between 7-50 mb (from my memory), some maps with more details and fun stuff reach more size. The biggest I've uploaded so far was 110 mb, and many players from all over the world complained about the download time.

Please reduce the spawns to 64 (32 CT & 32 T spawns). As far as I know it is the maximum possible for cs:s servers.
 
Okay. So it's 45MB. Map is finished and ready. After I've packed custom stuff into map, the lighting always get broken. But its not fatal. Anyway, We can test it :p

You can download it right here! We can make a call or something. Or try add me on FB Messenger (David Davo Komlóši) or Steam (Davo SVK). Ive already tested the map with second machine. So custom content also works.

I will also make a video about all secrets and easter eggs :)
 

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also adding some fresh new screenshots
 

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Alright - thank you for the map!

After checking it locally I found some things that needs to be fixed to make sure this map can meet our requirements regarding fair play and balancing. A major rule for example is that all camping spots have at least 2 entrances which are not too easy to defend.

1. Those sodas can easily be used to block the crouching entrance and make this spot overpowered
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2. The crouching area seems to be a bit long, and is too easy to defend
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3. The spots here need at least 2 permanent ways up, the props will be shot away by the camperz and dont really count as a way up
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and another way up at the other side too:
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4. The light off is way too dark, i dont even see anything with nightvision. I recommend to remove this feature completely, the spot is dark enough - players nowadays dont like to play dark maps
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5. These pipes are a major issue. Not only are they overpowered even if there are only pipes on the ground, the pipe at the top will most likely a safe spot for a skilled player to defend it against 63 fattiez. Gimme a shotgun and I camp there forever :p - plus those kind of spots unfortunetly cause lags which will lead the players to rtv a map. I recommend to remove those pipes or close them so nobody can crouch in.
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6. This spot is too hard to reach for fattiez, there should be a small box to offer at least one way up. Plus I am not sure wether fattiez can knife throug the fence - if not the fence should be deleted
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7. These bridges are are crouching zone which is way too big, they need to be edited too so players can walk normally here.
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8. And yes the big boxes in the other room need a small box too to make it possible for zombiez to climb up
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9. The tunnel on the other side is too long too.
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It is your first map so no worries - all mappers had to make numerous edits and fixes before their maps could be tested on our servers. You will soon notive what our standard requirement are and then you develop an eye for those kind of spots too.

Some major rules are:

  • no overpowered camping spots (no big crouching areas, spots should be accessable by at least two ways)
  • opportunities to hunt for both teams
 
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Wait. Actually. This map will be not Ct sided as you think. There are pretty simple “secret” teleports which can destroy whole CT spots.
Also as you saw there are many wooden breakables. After they are destroyed its not hard to jump on crates and then jump on that ramp.

Can we try it together? Ill show you how easy its for fattys to reach all those “unbalanced” camps :p

For example. That vent room has hidden third entrance. Which makes that place useless for CTs.

If we can test it together Ill show you everything. And I think people will learn it fast.
 
And also I dont get why those concrete pipes are problem. There are those on many maps on EH server. And its pretty simple to kill anybody in it.
Zm_Corps has spots like this (and much longer, example on roof). Also very dark places without any ability to turn lights on there. Also zm_eh maps have those pipes. I always kill cts in it.

Tunnel is long. Thats why it has many entrances with additional two teleports
 
So thank you for feedback. Please. Dont get me wrong. I just want to understand those standards. Maybe that third pipe is little harder. But yea I can fix that. But look this.

1. There are more entrances. There is no need for fix, look video.

2. same

3. You can break wooden walls and you can climg up by friend so fast, there are plenty same camping spots in other maps
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4. Thats only help for zombies. You can turn the lights anytime u want
In corps u cant. And who use nightvision in CSS? There is good working flashlight

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5. Pipes are in many maps, or different hard camp crouch spots . And they are not any dealbreakers. But I can optimise that third spot.
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6. Not true. There is almost the same spot in CBBLE, no problems for fatties. In 3 rooms its much more reachable
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7. In the video, look how easy its to reach that crouch ramp from side. If it would be walkable, then It will be super easy for fatties.

8. You can break all damn wooden walls, Then Its easy. All those crates are much smaller than other maps. There is very very high risk of Edging. I think this map is more zombie map.

or look this, only 1 entrance here.

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And of those mentions. In this case the ZM_AZDUE look like the only map what meets the standards. But that map is 100% zombie map. Even dust 2 is 95% zombie map. I think we really need to test it. Because look on those other maps. Only hard spot in this map is that 3rd pipe. But the same thing is in 4waytunnels. But its not problem to make it shorter or breakable by zombies. or some other suprise for camperz here.

That fence. Its because those crates are really small. Its against edging. Look how easy its on Dust 2 to kill anybody on it, even you need teammate to climb up.

Please answer. I really want to make this map to be on the server :p Map was supposed to be different than maps with all the same camping spots in every "new" map. I really think all the camps are really easy reachable (okay that 3rd pipelooks harder) and there are much harder camps in other maps.

Thank you
 
Last edited:
MAP IS FIXED

1. there is more light in canals and ventroom
2. CT room added two 64boxes,
3. Both CT and T rooms are higher, so u can stand on ramps,
4. Removed fence from one side of the boxes, other remains.
5. Light switch of ventroom is moved to secret room, no reachable by default
6. pipes removed, there is campspot 128 and 64
7. blue vent is 48units. Props are bigger, cant fit in
8. Red vent added trigger_push. If u put props in it, they will be pushed out
9. T room, added one 64box

U can download
 

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Alright. I HOPE THATS THE LAST FIX :D
Last version is broken, since i forget to put two custom textures in it.

This hot fix has:
  • shorter blue vent
  • there is prop block (clip_vphysics) in red vent.
  • added wolfy rules at staircase
  • fixed flying lamps from last version :D

tested localy, everythig works

Map is in attachments
 

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