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Map Details
Release: Final
Version: Not Specified
Filesize: 4 mb
Players: 64
Gameplay: Barricading, Camping, Mixed
Remake: No
VRAD: Full - Night
VVIS: Full
Map Size: Large
Frames Per Second: 80-120
Cubemaps compiled?: Yes
Devnotes
No details were entered
zm_fortress_b6
Added by...
Brought to you by...
Key Authors
[#omega] - k2
Category: CS:S ZM > Zombie Mod
Tags: omega, k2, fortress, zfc, beta, 6, zombie, mod, map, big, huge, 64, slots, weapons, camping, hunting, barricading, optimized, good fps, larg
Added 2 years ago
3,122 views, 860 downloads, 13 comments, 1 favorite
Author's Readme/Notes:

New version of map the greatest changes are:
hints, areaportals and occluders
finished old areas
added new area
new spots&bugfixes

For detailed information look on the orginal changelog below^^




zm_fortress_b6 - Changelog

zm_fortress_b6 - Changelog


Created by [#OMEGA] - K2



Preface:



This is my first offical multiplayer map; I deceided to create a zombie mod because zombie mod owns. Orginally it was crated for a clan out of a HL² Map (which was created just for SP ^^), but this clan kicked me so I won't work for the clan anymore. This map is independent now ^^




Map Information:



This is somekind of a fortress build by humans and overtaken by the combines during the war. Now it is abonded and the combine and thair human slaves disappeared without a trace. Blood and somekind of "Headcrabs" were found here; according to roumors zombies were seen in the fortress...

Now it's about you to find out what really happened here...

Good Luck soldier!




Version Info:




























Version: Beta 6
Released: 23.08.2007 (August)
Spawnpoints: 32 T, 32 CT (64 Total)
Notes: NO HDR, nav and txt file bspzipped
Compiling Time:
vbsp.exe 32s

vvis.exe 1min 48s

vrad.exe 16min 24s
Total: 18min 44s





Contact @ (no spam):
















Email: omegak2@gmx.de
ICQ: 192-355-651
MSN: omegak2@hotmail.de


Please do not ask about the secrets!




Changelog:


  • changelog and zm_fortress_b6.txt changed and updated ;D

  • Nav and txt File were included in the .bsp file

  • more brushes were replaced with func_detail

  • changed the button's postion inside of the secret room 1

  • finally fixed the illusionaries in the bathroom :/

  • optimized a LOT of brushes; removed so unnecessary faces (especially doors)

  • added hints

  • The water moves now

  • replaced a nodraw texture belonging to a door

  • created a water_lod_control entity

  • changed the texture of the K2 Logo

  • reduced number of lights in the K2 Room

  • made a button unusable in the bedroom

  • balanced the bedroom a bit

  • changed the walltexutres - they look better now

  • moved the roofs up

  • finished the other bedroom

  • used a differnt, better skybox

  • rebalanced the vent outside ;P

  • fixed a light bug

  • made the small window in the door destroyable

  • delted some crap outside of the map

  • removed/increased the fade dists of some props due to bugs

  • organized the visgroups

  • added some more decals/overlays

  • added areaportals

  • added a completly new area, the garage... explore yourself ^.^

  • secret buttons changed :)

  • changed the container in one of the storages (was imbalanced)

  • changed some container skils, looks a bit better now ;)

  • added a fade dists for the ladders in the sewers

  • changed the entrances to the sewer to a door (reason: areaportals)

  • moved one of the pylons, bug

  • increased the hp of the glass in the entrance room

  • put some props into the entrance room

  • added a new camp spot on vent machines

  • added another new camp spot near ct spawn

  • added occluders

  • fixed a light bug/redone the way between old CT and T spawn

  • changed the spawnpoints a bit, deleted some of the old ones






Planned for new Versions:


  • adding some more props

  • ragdolls/blood

  • [decals (maybe more)]

  • [Sounds (maybe more)]

  • (HDRR)

  • overview/radar

  • using higher/better lightmaps

  • maybe changing the big bumps in the garage



Always planned:


  • bugfixes (If I find some or someone report bugs)

  • balancing






Installation:



Just do the following steps to install the map:


  • copy the file "zm_fortress_b6.bsp" into your ..\cstrike\maps\ folder

  • add the map to your mapcycle.txt/maplist.txt/votemaplist.txt

  • if you are using sv_downloadurl upload the file to your ftp too

  • you should compress the map file with bz2 for faster download if you are using sv_downloadurl ;)





Zip-File should contain:












zm_fortress_b6.bsp 9.807.108 Bytes
zm_fortress_b6 - changelog - information.html x Bytes


If one of these files is missing please redownload the map; i offically uploaded them on fpsbanana and the zombiemod website.




Special thanks to:



Games - for testing and giving suggestions

Iaquinta - testing and giving suggestions

Tyranastrasz - for testing and giving suggestions

Grey Echo - testing


Visit the Offical Zombie Mod Studios Page!

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1 year ago
Anonymous
Pros: Very nice map, much details, good lightning, gameplay and so on
Cons: Some positions are to imba.
Improvements: The imba positions:
There camp the humans and a zombie has no chance to get them. It need a better balancing.

?
1 year ago
gc | idm



You're very welcome :)

And I see you already have very good ideas for the update. I think you got everything I ment, the rooms and the navigation. The signs idea is a very good one :)
With signs it's easier to say to team mates, last humans are there and there. Lighting is a good idea, though whatch out you don't kill the fps of your map by doing so. I think the primary thing that should change about the lighting are 2 things:

* The colours. For the outside of the map using a slightly blue colour (almost white but with a hint of blue) gives a cool effect and looks more realistic. For the inside you could use a slightly red colour (white with a little hint of red). Gives more warmth and therefore fits good in interiors.

* light placement. Especially outside you placed very bright lights near the wall. So on the wall you see this big white dot, looks a bit unrealistic. In stead you could use 2 lights:

1 light with a brightness of 50 for near the prop light/wall (giving the effect as if the porp light really shines. And 1 light hanging in the air about 64 units away from the prop_light, with the same brightness as you have used now. (probably 200?).

Also, using point_spotlight outside gives a lot of eye candy :). (though this is best used in combination with light_spot of course)

Good luck with b7 man, looking forward to it.

Gungame ftw!
1 year ago
Omega_K2



Posted by [ZFC] idm

Pros: * Amazingly detailed
* Cool theme
* Some very well balanced spots
* For a map with so much detail, good fps
* Fun gameplay until last 2-4 humans (read last 3 minutes)
Cons: * Some unbalanced spots
* Huge map, and kind of confusing (read improvements)
* disappointing to see a map with so much detail but such bad lighting. (Only white light)
Some parts of the maps are useless (read no spots)
* The secrets. New players don't know how to get into the secrets and therefore this always ends in waiting or searching until the round ends.
Improvements: This map is kind of confusing, especially the green/yellow walled parts. If textures of these halls where different from each other and the doors leading to the outside were different from the doors inside it would be a lot less confusing.
A map with a lot of spots is good, but this map may be one of the few big maps that just has too many spots (always ends in searching the last humans near the end of the round)
The lighting is just bad, bright white is unrealistic and this map could look so much better with some better light coloring.
Notes: I used to play this map a long time ago. It always ended in searching for the last humans or waiting until the round ends because most players didn't know how to get into secrets.
Even after playing the map multiple times it still was confusing where you exactly were in the map. This map could be epic, it just needs some improvements. I don't know if you still make maps, but it would be cool to have a new version of this one that is smaller and faster. If you need some help with lighting or something else, I would be glad to help out.
Beautiful job on optimizing this map and the amazing detail.


That's what I call constructive feedback!!

Yes, I am still mapping, but I put fortress on hold until I get a new comp because the compile times (just for tests) are too annoying. In beta 7 I planned to work on the lighling, using a lower/higher lightscale in some parts of the map (also I planned to add flickering light and *maybe* HDR lights).

In addition I am going to add a map overview (that should make it WAY easier to navigate on the map and it would less confusing than).
I do understand the problem with the same textures on the walls but usually (old) military complexes are "confusing" since they look all the same - maybe I'' change the textures, but I am going to add some (custom) decals like "Office Rooms ->" or "<- Bedrooms "(which a real fortress do have ;)). This sould help navigating though the map.

Hm.. I could try making the secrets somehow more obvious so (new) players are capable of finding them.

Anyway, which spots are "unbalanced" or "useless"?
I there are 3 imbalanced spots AFAIK;

  • k2 room (but it seems that nobody(?!) knows how to get there so it rarly affects gameplay)
  • the things on the wall above the t spawn (near the room with the computers and weapons - going to add a button allowing you to burn the cts camping on there probably)
  • the spot near ct spawn above the stairs; idea to balance: the small part of the wall you can stand on breaks as soon more than 1 players are standing on it

useless spots IMHO.

  • the room connected to the sewers (... completly useless apart from the secret under the stairs, but I don't have a clue how to make it useful - I don't want to make it look wierd or bigger)
  • the room near the spawn on the 1first floor which is connected to the stairs and another room (unlikly to be changed since it is a kind of key postion and it would be annoying if it would be occupied by ct)
  • the room connected to the room above with the vent (yeah, I have to change it somehow, just useless atm unless you have plenty of time...)
  • the room with the computers and weapons near t

It's me, Mario :P
1 year ago
gc | idm



Pros: * Amazingly detailed
* Cool theme
* Some very well balanced spots
* For a map with so much detail, good fps
* Fun gameplay until last 2-4 humans (read last 3 minutes)
Cons: * Some unbalanced spots
* Huge map, and kind of confusing (read improvements)
* disappointing to see a map with so much detail but such bad lighting. (Only white light)
Some parts of the maps are useless (read no spots)
* The secrets. New players don't know how to get into the secrets and therefore this always ends in waiting or searching until the round ends.
Improvements: This map is kind of confusing, especially the green/yellow walled parts. If textures of these halls where different from each other and the doors leading to the outside were different from the doors inside it would be a lot less confusing.
A map with a lot of spots is good, but this map may be one of the few big maps that just has too many spots (always ends in searching the last humans near the end of the round)
The lighting is just bad, bright white is unrealistic and this map could look so much better with some better light coloring.
Notes: I used to play this map a long time ago. It always ended in searching for the last humans or waiting until the round ends because most players didn't know how to get into secrets.
Even after playing the map multiple times it still was confusing where you exactly were in the map. This map could be epic, it just needs some improvements. I don't know if you still make maps, but it would be cool to have a new version of this one that is smaller and faster. If you need some help with lighting or something else, I would be glad to help out.
Beautiful job on optimizing this map and the amazing detail.

Gungame ftw!
2 years ago
NatalyaAF



I got this map hosted on the N/U 24/7 ZombieMod Server. Here's the IP:

74.86.102.230:27015


We used to have an older version of the map as well, so it's gotten a lot of game play.


Ñåţâļÿà[ẶҒ]
2 years ago



Could never figure out how to get into that one red secret room that you had with your name in it and all of the vents and such. But anyways, fun map.


System.out.print("Hello World");
2 years ago
Omega_K2



Posted by kenny83

[#OMEGA] - K2
i got a question to ask u..
where's the button to get inside the camp room near the t spawn?
its not under the tank outside anymore..
i spent lots time and still cant get it, would u mind giving us some hints to find that button?
thanks, looking forward for your reply


Hint 1: both buttons are near the room
Hint 2: it takes 3 seconds from the door to firs button and 7 seconds from the other door to the other button :p
Hint 3: both buttons are on the ground/floor

It's me, Mario :P
2 years ago
kenny83



[#OMEGA] - K2
i got a question to ask u..
where's the button to get inside the camp room near the t spawn?
its not under the tank outside anymore..
i spent lots time and still cant get it, would u mind giving us some hints to find that button?
thanks, looking forward for your reply

Bananite
2 years ago
CaiDunit



Pros: Looks fresh, different
Very nice FPS
Easy on the eyes
Improvements: HALP

Gatta' do it fo' the D-block y0!
2 years ago
Omega_K2



Posted by Grey-Echo

My favorite map, now with 100FPS in every room. Great work, Omega.


thanks ^^
I noticed there is actually one imbalanced spot, that will be fixed in b7 <<

It's me, Mario :P
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