ZF_Office (current version: 1.3)

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Lord Melchior
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ZF_Office (current version: 1.3)

Post by Lord Melchior » December 30th, 2010, 10:23 am

INFO:
A very simple but perhaps fun new ZF map made by yours truly.

Basically it's a square office floor, and the Blue team spawns in the middle.

I created three camping spots for the red team to try and survive in. (The toilets, the elevators and the Computer room)

gamebanana link: http://www.gamebanana.com/maps/155755

SCREENS:
Image
Image
Image

KNOWN BUGS:
N/A

DOWNLOAD:
Latest version:
Version 1.3: http://melchiormphilips.com/ATG/zf_office_V1_3.bsp
Older Versions:
BETA 2: http://melchiormphilips.com/ATG/zf_office_B2.bsp
BETA 4: http://melchiormphilips.com/ATG/zf_office_B4.bsp
BETA 5: http://melchiormphilips.com/ATG/zf_office_B5.bsp
BETA 6: http://melchiormphilips.com/ATG/zf_office_B6.bsp
BETA 7: http://melchiormphilips.com/ATG/zf_office_B7.bsp
BETA 8: http://melchiormphilips.com/ATG/zf_office_B8.bsp
Version 1.0: http://melchiormphilips.com/ATG/zf_office_V1_0.bsp
Version 1.1: http://melchiormphilips.com/ATG/zf_office_V1_1.bsp
Version 1.2: http://melchiormphilips.com/ATG/zf_office_V1_2.bsp

:3
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Stephen
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Re: ZF_Office

Post by Stephen » December 30th, 2010, 11:46 am

cube map kinda annoying process but easy

first load map

in console type

buildcubemaps
then type
mat_bumpmap 0
then disconnect from map
mat_bumpmap 1
run map
buildcubemaps
mat_bumpmap 0
buildcubemaps
disconnect
mat_bumpmap 1
reconnect
buildcubemaps

done

thats to get every last reflection perfect, if you dont do it that many times youll still get some purple in relfections


and about the doors you probably didnt set it to return to close position, and doors usualy a bad idea for zombies best not to give any greifing chance to players otherwise its more work for you in the end wanring kicking banning them


also some of those models dont look like tf2 library, other models will show up for you if you have all models selected in the model viewer, and if other players dont have those games installed they will get the ERROR model, unless you packed the models in after compiling
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Re: ZF_Office

Post by Web Master » January 2nd, 2011, 12:21 pm

Can't wait to try it out, the more you practice the better you get anyway.
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Lord Melchior
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Re: ZF_Office

Post by Lord Melchior » January 2nd, 2011, 3:53 pm

Alright, I bypassed the HL model problem bu Brush Modeling everything. looks kindof wierd but whatever.

Added cubemaps and scary lighting. Fixed some tiny bugs.

Reuplaoded and you can downlaod it from the same adress in the first post. BETA testing with Joey and making some screenshots.

Please add it to the server ASAP :3
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Re: ZF_Office

Post by kwbrownie2003 » January 2nd, 2011, 4:13 pm

looks very nice, seeing as how its a new zf map for once lol
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Re: ZF_Office

Post by Lord Melchior » January 2nd, 2011, 4:17 pm

kwbrownie2003 wrote:looks very nice, seeing as how its a new zf map for once lol
Thanks brownie.

It looks better now, with the spooky lighting and all.
It's pretty dark though. Like labs CP 4 dark.
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Re: ZF_Office

Post by Lord Melchior » January 2nd, 2011, 4:41 pm

alrighty, updated downlaod link and screenshots.

It's 100% done and ready for play now :3
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Re: ZF_Office

Post by Lord Melchior » January 8th, 2011, 1:44 pm

...ok, I've been waiting for this to get uploaded to the server for a while now.

I bugfixed it, playtested it. People like my map.

I made you a map, upload it. D:
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Re: ZF_Office

Post by Stephen » January 8th, 2011, 7:10 pm

The requested URL /ATG/zf_office_B2.html was not found on this server.
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Re: ZF_Office

Post by SirDumpling » January 8th, 2011, 8:36 pm

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Stephen
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Re: ZF_Office

Post by Stephen » January 8th, 2011, 8:43 pm

there its added
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Re: ZF_Office

Post by SanVich » January 9th, 2011, 12:39 am

I ran a test of this map tonight, and I'd say you should definitely work on fixing it first before it's officially in

- Your timer doesn't work, it's perpetually in setup mode the whole time
- spawn camping the zombie spawn in the middle is an issue
- when a red player is killed they don't always get auto put on blu team

I hope you can fix these things melch :)
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Re: ZF_Office

Post by Lord Melchior » January 9th, 2011, 7:14 am

Stephen wrote:there its added
yay :D

EDIT: I can't open it on the server baww :c
at least, I can force the map or open it for voting via the sm admin menu.
SandvichSpy wrote:- Your timer doesn't work, it's perpetually in setup mode the whole time
that's wierd, It works fine for me. I'll have to run it on the server myself.
SandvichSpy wrote: - spawn camping the zombie spawn in the middle is an issue
I added a nobuild zone to prevent sentries already. I tried to add doors but they never closed so that sucked. well yeah that sucks I'll make a few adjustments in that case.
is ti really that abd though?
SandvichSpy wrote: - when a red player is killed they don't always get auto put on blu team
wat?
I thought the mod on the server was supposed to regulate that. D:
how the hell am I supposed to do that?

also, theyre not always auto put on BLU? does that mean it happens sometimes? :S
stuff is wierd.
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Re: ZF_Office

Post by Stephen » January 9th, 2011, 11:08 am

im assuming you forgot to add the nessecary entities to make game play work.

team_round_timer
------------------
start disbled: no
time length: 240 (or how ever long u want it its in seconds)
max time length: 0 (unless your adding time to the clock on special event)
start paused: no
setup timer length: 35 (change to whatever u want)
reset time on round restart: no
use countdown sounds: yes
show hud timer: yes
count direction: down


game_round_win
-----------------
team: red
force map reset: yes
switch team on map win: no


that should fix the issues, you might need filter_activator_tfteam. depending if have special places you dont want survivors and zombies getting places.
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Re: ZF_Office

Post by SanVich » January 9th, 2011, 1:59 pm

I might suggest that for the zombie spawn it be closed off entirely from the hallways, but rather you have teleporters set up so the zombies are teleported to a certain spot on the map, to avoid the spawncamping issue and it's not just sentries, other classes like snipers will sit there and snipe zombies as they spawn, or pyros will shoot flares into the spawn to start zombies on fire.

Another suggestion I'd say is to put a diagonal player clip over the stairs so that it's nice and smooth as opposed to the stuttering walking up normal stairs.
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