OC_EvilDead
OC_EvilDead
A freshly modified and tweaked version of my popular map for Synergy and Tim Coop (While it lasted)
Here are some screenies:
It is pretty much all done... But... I don't want to release it until I can give it the full compile with up-to-date SDK tools from valve. The ones i'm using work, but I don't want to release a bugged map with possible transparency problems that will affect other maps in the cycle. It only happened once, but I'm not taking the chance.
So we're just waiting on Valve for this one!
-Hickadam
Here are some screenies:
It is pretty much all done... But... I don't want to release it until I can give it the full compile with up-to-date SDK tools from valve. The ones i'm using work, but I don't want to release a bugged map with possible transparency problems that will affect other maps in the cycle. It only happened once, but I'm not taking the chance.
So we're just waiting on Valve for this one!
-Hickadam
Alrighty, here is the fact list:
Map Includes:
-Chainsaw (A little tweaky somtimes, but still spits bones and blood)
-A visually stunning 3d skybox (if I do say so myself)
-ZOMBINES (AKA: Suicidal Deadites)
-Twisted metal bridge
-Creepy basement
-More ammo
-A few batteries
-New enhanced spawn area
-PINE trees (Thanks Episode 1)
-More ambient light (For those of you with dark monitors)
-An unrealistically wide trap door that starts open (WHINERS... if you want to see a glimpse of the original "artistically" proper trap door, check out the "mirror" beside the fireplace. I didn't update it. Also, zombies just LOVE to run up and down the stairs now. So no more hiding!)
-A few stalkers for added insanity
-Less cheezy portal effects
-An anti-telefrag system
-MORE ZOMBIES
-Moving cloud layer, complete with lightning and thunder
-Canyon with water
-Zombies Seek the Necronomicon (yes we HAVE one of those)
-One room with a moose.
Removed from map:
-All env_shake
-About 60-80 tree models. (Performance UP)
Not a bad list, but since I can't release it until valve catches up, i'm still taking requests! Let's hear em.
As it stands, the map is designed for about 6-10 max, but i've added support for those 24+ servers, so there shouldn't be too much juicy telefragging. Difficulty can be as hard as you make it. If your team prepares properly and barricades the house, it can be a relatively routine zombie window-blast fest. If your team decides to wander out into the darkness alone... well... Good thing the server doesn't have player lives enabled... RIGHT?
And one last thing, I apologize if the map is a bit high-performance for those with less than ideal systems, but I wanted to make something that looked great. Those of you with modern systems won't have any trouble, those of you with computers from 2000 might have some framerate issues. But hey, if that's a big deal, hide in the attic
Map Includes:
-Chainsaw (A little tweaky somtimes, but still spits bones and blood)
-A visually stunning 3d skybox (if I do say so myself)
-ZOMBINES (AKA: Suicidal Deadites)
-Twisted metal bridge
-Creepy basement
-More ammo
-A few batteries
-New enhanced spawn area
-PINE trees (Thanks Episode 1)
-More ambient light (For those of you with dark monitors)
-An unrealistically wide trap door that starts open (WHINERS... if you want to see a glimpse of the original "artistically" proper trap door, check out the "mirror" beside the fireplace. I didn't update it. Also, zombies just LOVE to run up and down the stairs now. So no more hiding!)
-A few stalkers for added insanity
-Less cheezy portal effects
-An anti-telefrag system
-MORE ZOMBIES
-Moving cloud layer, complete with lightning and thunder
-Canyon with water
-Zombies Seek the Necronomicon (yes we HAVE one of those)
-One room with a moose.
Removed from map:
-All env_shake
-About 60-80 tree models. (Performance UP)
Not a bad list, but since I can't release it until valve catches up, i'm still taking requests! Let's hear em.
As it stands, the map is designed for about 6-10 max, but i've added support for those 24+ servers, so there shouldn't be too much juicy telefragging. Difficulty can be as hard as you make it. If your team prepares properly and barricades the house, it can be a relatively routine zombie window-blast fest. If your team decides to wander out into the darkness alone... well... Good thing the server doesn't have player lives enabled... RIGHT?
And one last thing, I apologize if the map is a bit high-performance for those with less than ideal systems, but I wanted to make something that looked great. Those of you with modern systems won't have any trouble, those of you with computers from 2000 might have some framerate issues. But hey, if that's a big deal, hide in the attic
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Sounds very sweet, I still can't wait.Hickadam wrote:Alrighty, here is the fact list:
Map Includes:
-Chainsaw (A little tweaky somtimes, but still spits bones and blood)
-A visually stunning 3d skybox (if I do say so myself)
-ZOMBINES (AKA: Suicidal Deadites)
-Twisted metal bridge
-Creepy basement
-More ammo
-A few batteries
-New enhanced spawn area
-PINE trees (Thanks Episode 1)
-More ambient light (For those of you with dark monitors)
-An unrealistically wide trap door that starts open (WHINERS... if you want to see a glimpse of the original "artistically" proper trap door, check out the "mirror" beside the fireplace. I didn't update it. Also, zombies just LOVE to run up and down the stairs now. So no more hiding!)
-A few stalkers for added insanity
-Less cheezy portal effects
-An anti-telefrag system
-MORE ZOMBIES
-Moving cloud layer, complete with lightning and thunder
-Canyon with water
-Zombies Seek the Necronomicon (yes we HAVE one of those)
-One room with a moose.
Removed from map:
-All env_shake
-About 60-80 tree models. (Performance UP)
Not a bad list, but since I can't release it until valve catches up, i'm still taking requests! Let's hear em.
As it stands, the map is designed for about 6-10 max, but i've added support for those 24+ servers, so there shouldn't be too much juicy telefragging. Difficulty can be as hard as you make it. If your team prepares properly and barricades the house, it can be a relatively routine zombie window-blast fest. If your team decides to wander out into the darkness alone... well... Good thing the server doesn't have player lives enabled... RIGHT?
And one last thing, I apologize if the map is a bit high-performance for those with less than ideal systems, but I wanted to make something that looked great. Those of you with modern systems won't have any trouble, those of you with computers from 2000 might have some framerate issues. But hey, if that's a big deal, hide in the attic