zm_eh_abyssalforge_beta

The Bear Jew

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6 Jul 2019
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Israel
Hello guys!

I would like to introduce my new map - zm_eh_abyssalforge_beta.​


This map has been on my mind for a while now, and I never had the time to actually work on it, but I finally did it! I got the inspiration for this map's structure from zm_brambor, an old CS 1.6 map that I enjoyed back then.

This is a beta version; things/spots might undergo 180-degree changes, and a lot of textures aren't complete, so keep that in mind : - ). I would love it if anyone could give me their feedback after testing it, what to add or problematic spots.

Stuff to be added soon:
  • Speed boosters across the map for Zombies only.
  • A secret room( Humans only ), where after successfully completing the secret room's mission, they earn +125 points on the scoreboard and receive a special weapon.
  • Another pathway into the cave.
Before adding some of these stuff, I need to see how the dynamics would work, how easy it is for Zombies/Humans to win the rounds.

Thanks for Reading!

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  • zm_eh_abyssalforge_beta.bsp
    22.7 MB · Views: 95
Checked it out and it looks very promising..Although I do think the map is a bit..small for 64 players maybe?
However,as you stated,it's still in the beta version so probably you'll add a few more things in the future.
Here are a few things I noticed:
1) I feel that this area will be the most crowded one and will be causing a lot of lags and most likely impossible for humans to be infected
1694606734850.png


I also found that the exit/entrace through the pipes is rendered in a very weird way as you get stuck trying to crouch through the pipes,in fact,on one of the pipes you cannot exit/enter due to the ground being highly uneven on the outside.
I demonstrate what I mean in the video below:



2) You can stand on the edge of the top red container,not sure if this was intended: Same for the other side:

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3) Other than these two I could not really find any other issues,but I could not help but notice the lack of props on this map.
Here are a few spots where I would suggest adding some props ( 1 soda machine and 1 sofa,not more):

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Only 1 prop here,so the CT's can have a chance to defend there if they wish to: Same thing here,additionally probably make the garage door open/close like in industrial waste map?
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4) I got juked by this vent,I tried shooting it but it is not registered as something to break.
Potentially make this another way in or out for the garage door spot?

1694608283942.png
 
Checked it out and it looks very promising..Although I do think the map is a bit..small for 64 players maybe?
However,as you stated,it's still in the beta version so probably you'll add a few more things in the future.
Hi mate! first of all thank you for your time to test my map and provide feedback!

And yes, I will add/expand few more spots in the next update.


1) I feel that this area will be the most crowded one and will be causing a lot of lags and most likely impossible for humans to be infected
View attachment 17693

I also found that the exit/entrace through the pipes is rendered in a very weird way as you get stuck trying to crouch through the pipes,in fact,on one of the pipes you cannot exit/enter due to the ground being highly uneven on the outside.
I demonstrate what I mean in the video below:
View attachment 17694
View attachment 17694
1) Fixed!. It is I believe easy to conjure this spot by zombies, with the right boost you can easily Bhop inside. I'll add 1-2 more entrances if I am wrong. Regarding the potential lags issue, you might be right, I'll expand the room in the next update.

2) You can stand on the edge of the top red container,not sure if this was intended: Same for the other side:

View attachment 17695 View attachment 17696
2) Yep, that is a mistake, fixed!

3) Other than these two I could not really find any other issues,but I could not help but notice the lack of props on this map.
Here are a few spots where I would suggest adding some props ( 1 soda machine and 1 sofa,not more):

View attachment 17697 View attachment 17698

Only 1 prop here,so the CT's can have a chance to defend there if they wish to: Same thing here,additionally probably make the garage door open/close like in industrial waste map?
View attachment 17700 View attachment 17701
3) Yep I forgot about props completely, will add in the next update.

4) I got juked by this vent,I tried shooting it but it is not registered as something to break.
Potentially make this another way in or out for the garage door spot?

View attachment 17702
4) xD, damn I forgot about this decal there. I believe that area inside would be easily conjure by zombies if they'll play together. If it will end up being a nightmare, I will add this path.


Regarding something else, I decided to re-create the whole cave system to something bigger(more entrances will be made) and hopefully the next version will be enough for testing on v3.

I would be quite busy the following days, soo I'll start re-work on it on the 16th of the month.

P.s; if anyone have any idea/picture of a spot structure to implement into this map I would love to hear/see : )

Thanks for reading!
 
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  • Speed boosters across the map for Zombies only.
  • A secret room( Humans only ), where after successfully completing the secret room's mission, they earn +125 points on the scoreboard and receive a special weapon.
Regarding these points you made, I think you should avoid adding things that are only for T's or only for CT's. Speed boosters in general may be better to avoid. I can already say if a map has these kinds of things it's very unlikely it would become a regular map.

The box in this corner of the garage seems to have some weird clipping to it so it isn't even with the rest of the structure, it lifts you up a bit
1694704918831.png

I'm also not sure if it's the light above your head or the wall itself, but jumping against the wall at the top of this structure can cause you to get stuck in the air.

There is more odd clipping right here still in the garage where the clipping is causing a jolt because it's suddenly much higher (I assume it's the box from underneath that I'm looking at with the weird clipping)
1694705277471.png

The same clipping problem is there on all 3 of these racks in the garage

Missing texture here in the garage
1694705614842.png


This dip leading down to the sewer feels like it's not clipped very nicely (idk if that is intentionall or not) so it's overly difficult to get back out because the clipping is awkward and/or too steep
1694705745078.png

The other side also has the same problem
There is a clip sticking out of the ground right here where my crosshair is
1694705798252.png


You can cramp yourself into this space behind the 2 trucks,, I would suggest bringing the trucks forward so the backs of the trucks can be used as camping spots, or alternatively add a solid clip around the open space behind the trucks to avoid people getting in there or getting stuck
1694705984297.png


Missing textures inside the trucks
1694706050584.png


This decal on the ground looks out of place and/or misplaced possibly?
1694706099269.png


I won't include screenshots as @Soup^ already pointed this one out but moving through the swer pipes is currently very awkward and easy to get stuck moving through them

Texture looks a little misaligned on this piece
1694706296865.png


No texture for the roof of this building which can be seen from a couple of spots around the map
1694706363537.png


Another clip sticking out on the edge right here
1694706422180.png


I know you seem to have it blocked off, but people will likely try to boost up to this top area before realizing it's blocked, so they would see the missing textures at that point, alternatively it could be turned into another spot on the map, who knows, that one's up to you
1694706662808.png


Final note which was again already said by @Soup^, I think the map is definitely to small to support 64 player gameplay on V3.

Looking forward to seeing your updates ^^
 
Regarding these points you made, I think you should avoid adding things that are only for T's or only for CT's. Speed boosters in general may be better to avoid. I can already say if a map has these kinds of things it's very unlikely it would become a regular map.

The box in this corner of the garage seems to have some weird clipping to it so it isn't even with the rest of the structure, it lifts you up a bit
View attachment 17720
I'm also not sure if it's the light above your head or the wall itself, but jumping against the wall at the top of this structure can cause you to get stuck in the air.

There is more odd clipping right here still in the garage where the clipping is causing a jolt because it's suddenly much higher (I assume it's the box from underneath that I'm looking at with the weird clipping)
View attachment 17721
The same clipping problem is there on all 3 of these racks in the garage

Missing texture here in the garage
View attachment 17722

This dip leading down to the sewer feels like it's not clipped very nicely (idk if that is intentionall or not) so it's overly difficult to get back out because the clipping is awkward and/or too steep
View attachment 17723
The other side also has the same problem
There is a clip sticking out of the ground right here where my crosshair is
View attachment 17724

You can cramp yourself into this space behind the 2 trucks,, I would suggest bringing the trucks forward so the backs of the trucks can be used as camping spots, or alternatively add a solid clip around the open space behind the trucks to avoid people getting in there or getting stuck
View attachment 17725

Missing textures inside the trucks
View attachment 17726

This decal on the ground looks out of place and/or misplaced possibly?
View attachment 17727

I won't include screenshots as @Soup^ already pointed this one out but moving through the swer pipes is currently very awkward and easy to get stuck moving through them

Texture looks a little misaligned on this piece
View attachment 17728

No texture for the roof of this building which can be seen from a couple of spots around the map
View attachment 17729

Another clip sticking out on the edge right here
View attachment 17730

I know you seem to have it blocked off, but people will likely try to boost up to this top area before realizing it's blocked, so they would see the missing textures at that point, alternatively it could be turned into another spot on the map, who knows, that one's up to you
View attachment 17731

Final note which was again already said by @Soup^, I think the map is definitely to small to support 64 player gameplay on V3.

Looking forward to seeing your updates ^^
Hey mate! Thanks for testing my map and giving feedback, even if some points don't apply anymore(see below), I appreciate your time testing my map and providing feedback :- D !

Two people have already told me the map is too small and I completely understand the issues the map's size can potentially create - I decided not to take any risks of the map being removed due to over-crowded situations and I abandoned this version. But no worries, I started the development of a new map, the idea overall will stay, I just changed the map shape from circle to ellipse.

Regarding these points you made, I think you should avoid adding things that are only for T's or only for CT's. Speed boosters in general may be better to avoid. I can already say if a map has these kinds of things it's very unlikely it would become a regular map.
Ok! Basically my fear was auto-snipers abusing their position and shooting zombies from the other side of the map so I endeavored to help the zombies in their escape from the predicament. I came to a better alternative and will implement on the new version - basically now most of the spots are in a closed area or will face short-distance view.

Map will be ready in few days, for now I've done 40% of the map.

Thanks for reading!
 
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That's the new version :D hope you guys liked it. It will be out as soon as I can, I want the upcoming version to be already ready for testing soo I'll make sure every texture/prop/entities are set & and add few more spots.


P.S The gray and orange area has invisibility wall which is blocking bullets, so no worries; it won't be overpowered if you were wondering.
 
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Feedbacks always welcomed!

I checked every corner of the map and haven't found any bugs, I believe it's ready for testing.
 

Attachments

  • zm_eh_abyss_beta.bsp
    31 MB · Views: 90
Wow,you really put in a lot of hard work,It's like I am watching a whole new map.Great work!
Few things I noticed:

1) These 2 pipes are still feeling a bit weird,something slows you down trying to enter the 2 pipes below the top inaccessible one:



2) Make this area accessible for zombies to boost in order to get the humans that will possible be holding the top of red container:

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3) You can stand on top of red container on each side,fix and make it completely inaccessible to reach the top part:

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4) You can also stand on the sides of each of the vans here:

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5) Pretty sure you forgot this decal here again,did not find any purpose to it:

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6) I also do not know how to feel about the whole cave system,seems like humans don't have a chance of surviving down there since mid/high skilled bhoppers will be able to easily take down that area if people decide to hold it.
You are free to keep it as it is,but I would make these small changes + adding a soda machine or two down there:

Make the top of the boxes on each side accessible,I don't see any reason they should not be:

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Also make the sides accessible as last resort for survivors to fall back to:

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7) I do not see the point of these 2 sets of tall boxes in this area,perhaps make them accessible?

20230918162826_1.jpg
 
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Thx for feedback!

Wow,you really put in a lot of hard work,It's like I am watching a whole new map.Great work!
Few things I noticed:

1) These 2 pipes are still feeling a bit weird,something slows you down trying to enter the 2 pipes below the top inaccessible one:

View attachment 17785
Fixed, for some reason even the default clipping of the pipes are buggy on my map, I added custom clips, now it's working fine
2) Make this area accessible for zombies to boost in order to get the humans that will possible be holding the top of red container:

View attachment 17786
Humans don't suppose to stand on the top of the red container, it's fully blocked now. But still opened this area for Zombies to bait edgers.
4) You can also stand on the sides of each of the vans here:

View attachment 17789 View attachment 17790
3 and 4 Fixed.

5) Pretty sure you forgot this decal here again,did not find any purpose to it:

View attachment 17791
Damn

6) I also do not know how to feel about the whole cave system,seems like humans don't have a chance of surviving down there since mid/high skilled bhoppers will be able to easily take down that area if people decide to hold it.
You are free to keep it as it is,but I would make these small changes + adding a soda machine or two down there:

Make the top of the boxes on each side accessible,I don't see any reason they should not be:

View attachment 17792 View attachment 17793
Haven't thought this all the way, Bhopers indeed could be a problem here. I lowered the entrance ground level soo now no matter how fast you bhop you couldn't bhop inside(I hope this currently enough). I made only one side of the boxes accessible for Humans because I believe it would help zombies hide somewhere and or bait edgers.

P.S Also added few invisible clips throughout the cave entrance to try to avoid any potential bhop issues

Also make the sides accessible as last resort for survivors to fall back to:

View attachment 17794 View attachment 17795
This spot has lot of potential for one to hide there the whole map without being spotted also easily can be conquer by zombies since the depth of this spot isn't that long. I rather avoid allowing those kind of spots.

7) I do not see the point of these 2 sets of tall boxes in this area,perhaps make them accessible?

View attachment 17796
Those blocks meant for helping Zombies block line of sight with Auto-snipers or any gun so they won't be shoot across the map. I rather keep those kind of spots inaccessible because A.S could easily abuse it.
 
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CHANGE LOG

  • Fixed/modified mentioned issues above
  • Sky texture changed
  • Waterfall sound added in cave
 

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  • zm_eh_abyss_beta_v1_0.bsp
    30.4 MB · Views: 87
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So, I finally got to check out your map aswell.
There are just a few lil visual bugs that I found.

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I speak from experience here. @Slowian will definitely get stuck here and die and you are gonna have to add a grave to this spot to honor him. So better just fix it before that happens
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Also I found this random floating grass block. I thought it might be a button but pressing it didnt do nothing.
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Lastly, I believe this spot may be a little op. Maybe give back access to the top of the red container and a RB should be possible. Or add some other way to get to this spot? Just pondering.

20230919205402_1.jpg


Other than that, map looking lovely and would love to give it a try on the server ;) Great work!
 
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So, I finally got to check out your map aswell.
There are just a few lil visual bugs that I found.

View attachment 17812View attachment 17813View attachment 17814View attachment 17815View attachment 17818

I speak from experience here. @Slowian will definitely get stuck here and die and you are gonna have to add a grave to this spot to honor him. So better just fix it before that happens
View attachment 17816View attachment 17817

Also I found this random floating grass block. I thought it might be a button but pressing it didnt do nothing.
View attachment 17819View attachment 17820
thx! gonna fix them asap.

Lastly, I believe this spot may be a little op. Maybe give back access to the top of the red container and a RB should be possible. Or add some other way to get to this spot? Just pondering.

View attachment 17821
You might be right here but the last thing I want is to open the red container spot since it will be auto-snipers heaven spot I afraid. I will find another way for a RB.

Other than that, map looking lovely and would love to give it a try on the server ;) Great work!
Thanks a lot mate I appreciate that!
 
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CHANGE LOG

  • Fixed/modified mentions above
  • Map has been optimized. Much less will be rendered now
  • A new seamless tunnel has been added to reach both ends of the map instead of making a full circle across the map

Thanks for reading!
 

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  • zm_eh_abyss_beta_v2_1.bsp
    35.9 MB · Views: 85
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NEW UPDATE: version 3

  • Cave has been removed, replace with new spot. I knew that if I'll remove the cave, the BSP file size will drop by 10-15 MB, that's the main reason I decided to let go of the Cave
  • Few more small tunnels has been added
  • New Storage room design
  • New 'Gray' room design
  • Small room has been added
  • Spread CT/T spawners across the map instead in one area
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  • zm_eh_abyss_beta_v3_0.bsp
    23.6 MB · Views: 98
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