ZF Map Pack Fix (WIP)

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Lord Melchior
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ZF Map Pack Fix (WIP)

Post by Lord Melchior »

Anyone that's every played on ZF knows that most map have glitches, griefable coding or spots that zombies can't get to, to the annoyance ofmost players. So, in order to save the admins alot of time, I decompiled, fixed an recompiled all the non-ATG member created maps currently in ZF. :D
(note that I don't have any author's permission to do this)
Currently a work in progress, will be using this as a reference of all the stuff I still have to do.

Stuff I fixed:
zf_lake_fix
-Fixed the skybox glitch
-Made the boat underneath the crane unbreakable
-all props are now static
-made you unable to build sentires underwater

possible:
make the glass on top of the big square building breakable?

zf_volcano_fix
-Made the window at the first point unable tos tand upon
-Made the little house on the helipad unable to stand on
-Made certain rocks unable to stand on
-Made the world map at the second point unable to stand on
-Made the spawnroom unable to stand on
-Made the hallway railing unable to stand on
-Made you unable to get stuck behind the blue containers
-Made it impossible to build sentries too close to the zombie spawn
-Fixed a glitch where engineers would be able to dispenser train over the lava
-Properly built the cubemaps (no more purple/black reflections)

zf_alpine_fix
-Fixed a glitch where engineers would be able to teleport outside of the spawn area
-Made a bigger hole in the fence at the third CP
-Made it impossible to build sentries too close to the zombie spawns

zf_dustbowl_fix
-added respawnareas for the zombie team to prevent unneccessary death when trying to change classes.

zf_asylum_fix
-Made it impossible to build sentries too close to the zombie spawn

zf_blockade_fix
-All props are now static
-Made it impossible to build sentries too close to the zombie spawn

zf_desertyard_fix
-Made it impossible to build sentries too close to the zombie spawn

zf_mine_fix
-Made it impossible to camp in the little room after the first CP
-made it impossible to build sentries too clsoe to the zombie spawns at CP 2
-made the elevator move a tad slower
-made you unable to camp in the little house at CP4

Possible:
(Fixed the zombie spawn points to prevent all the zombies being on the other side of the gate before the first CP is captured)
(made the map kill everyone that missed the elevator)

zf_tower_fix
-Fixed an error where the top point would turn blue when the bottom point is captured
-Made it impossible to build sentries too close to the zombie spawn

zf_labs_fix
-Added a bullet blocker at the first zombie spawn to prevent demo/soldier spawncamping
-made it impossible to build sentries underneath the ventilation grid before CP2
-changed the annoying light on CP4 to gently pulsating lights

zf_fortress_fix
-nothing
(this map is protected from decompiling, but it works fine anyway)


if you have any more ideas/requests/bugs to fix, or if you're like "NOO WHY DID YOU CHANGE THAT POOT IT BAK" (because that's approximately what you sound like) please let me now
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Lord Melchior
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Posts: 500
Joined: August 18th, 2010, 2:31 pm
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Re: ZF Map Pack Fix (WIP)

Post by Lord Melchior »

SandvichSpy wrote:You should really get permission from the creators, though.
probably.
I'll try to contact them via gamebanana but honestly most of these maps havent bene updated since years.
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Lord Melchior
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Posts: 500
Joined: August 18th, 2010, 2:31 pm
Ingame Name: [ATG] Lord Melchior
SteamID: STEAM_0:1:24385041
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Re: ZF Map Pack Fix (WIP)

Post by Lord Melchior »

SandvichSpy wrote:
Lord Melchior wrote:
SandvichSpy wrote:You should really get permission from the creators, though.
probably.
I'll try to contact them via gamebanana but honestly most of these maps havent bene updated since years.
I know, but I've asked around to other map makers about editing/or using other people's maps and alot of them like to get permission first(otherwise they get a bit annoyed with it)
I know.
I asked the creators of the maps with the greatest problems, see if they respond.
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