zf_HauntedMansion

TheNeverman

L1: Registered
Oct 5, 2008
47
3
This began as an Arena map, but had a change of heart and will be making it a ZombieFortress map instead...
The setting for HauntedMansion is a old plantation style house in the cajun bayou - set around Halloween...


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laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
quite nice, especially for an zf map!
 

Cerious

L420: High Member
Aug 10, 2008
455
133
still much work to do - but there will be an alpha as soon as I get the control points in - nothing to do at the moment but walk around the mansion...

So it's cp zombie fortress, just like zf_dustbowl? Looks good, then.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Good to see more quality ZF maps on the way. Wait, are there any quality ZF maps?

Comments:

* Nice, convincing use of architecture!
* Love the fence / pumpkin / metal floral decorations!
* You might try making the major pillars into models (if they aren't already) and smooth them out a bit.
* Please make sure you check for and eliminate exploits (rocket / sticky jump spots, areas where barricades are impossible to remove, etc.). A single exploit can grind a map to a halt (though with CPs, it's less of an issue).
* Would love to see some interior shots.
* Where do you plan on testing this map?
* Have you considered secondary goals / events? For example, dynamic spawns, cargo drops with health / ammo, etc.

This is going to give zf_asylum a run for its money. zf_asylum? That's.. for another thread. :)
 

TheNeverman

L1: Registered
Oct 5, 2008
47
3
It was mostly the lack of ZF maps period that prompted me to create this one.

Thank you for your kind words, in response - would using models for the pillars still allow the nice light rays spreading out on the ground? I wasn't sure models cast shadows...

Exploits - I'm sure several will turn up, but I'll systematically address them thru playtesting...

I'll get some interior shots up once I've gone thru and textured it

Testing will be done thru a weekly LAN party I have with a few friends

As far as secondary objectives - not much thought at the moment, just trying to get the major geometry in and the capture points (6 of them) working. The current screenshots are at capture point 5 - and the only area worth showing at the moment... I'm kinda slow
=)

*here's an update with a skybox I like a quite a bit more than the developer one... for some reason I am alos unable to reply to this thread...

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Good to see more quality ZF maps on the way. Wait, are there any quality ZF maps?

Comments:

* Nice, convincing use of architecture!
* Love the fence / pumpkin / metal floral decorations!
* You might try making the major pillars into models (if they aren't already) and smooth them out a bit.
* Please make sure you check for and eliminate exploits (rocket / sticky jump spots, areas where barricades are impossible to remove, etc.). A single exploit can grind a map to a halt (though with CPs, it's less of an issue).
* Would love to see some interior shots.
* Where do you plan on testing this map?
* Have you considered secondary goals / events? For example, dynamic spawns, cargo drops with health / ammo, etc.

This is going to give zf_asylum a run for its money. zf_asylum? That's.. for another thread. :)
 
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