zm_revenge_b6

.: ZombieMod Recommended Maps

Moderators: c0ldfyr3, Mods, [CSSMC]

Post Reply
Regular User
Posts: 35
Joined: Thu May 04, 2006 4:34 am
Location: Phoenix

zm_revenge_b6

Post by patrikstar »

Image

Creators: JP^, PhiberOptik

A wrecked city after a horde of zombies escaped. Now all that remain are the cities DeathSqaud. Each building is accessable, and the bridge is collapsable. Don't forget about the secret passages.

Click here to download.
Uber Elite
Posts: 278
Joined: Wed Apr 26, 2006 3:28 pm
Location: Austin, TX

Post by lex_talionis »

downloaded it and previewed it and i like it a lot, seems like it would be fun, with my net_graph 3 i was getting fairly low fps avg around 40 and some choppiness while in spectate. i'm a little speculative about the performance of this map, can someone confirm?

if the map does have performance issues, then can anyone here decompile with vmex etc. and recompile optimized?

thanks,
lex
Moderator
Posts: 578
Joined: Fri May 05, 2006 7:00 am
Location: Netherlands

Post by Games »

The map indeed has very low fps, probably because of the large open envirement.
Power User
Posts: 77
Joined: Thu May 11, 2006 5:16 am
Location: Moo Moo Land

Post by ¿Moo? »

it looks like a good zombie mod map to me
Uber Elite
Posts: 278
Joined: Wed Apr 26, 2006 3:28 pm
Location: Austin, TX

Post by lex_talionis »

Games wrote:The map indeed has very low fps, probably because of the large open envirement.
i wish i knew how to use mapping tools...this shouldn't make this map have low fps...there's some line-of-sight setting etc. that can be set to help some

can anyone decompile, fix the low fps, and recompile?

where was the original map taken from?

i want to use this map, but it's not optimized enough.

lex
T3h 1337
Posts: 544
Joined: Fri May 12, 2006 8:48 pm
Location: Germany

Post by MoOnLiGht »

it' s not possible to decompile and recompile .bsp files

ypu nead the original hammer files

i start mapping 3 days ago, and learn about it :)


Usage notes

The decompiler has serious limitations:

1. The .vmf files produced are not suitable for recompiling! Attempting to recompile them is a very bad idea for anything other than trivial box maps. Distributing decompiled or recompiled map files may be a copyright violation.

2. Displacements and prop_statics are not decompiled. Both of these are stored in a complex manner that the decompiler cannot understand. I hope to add the ability to handle one or both of these to a later version of the decompiler. (Update: v0.6 now handles prop_static entities.)

3. The original map brushes are not preserved by the compiling process, and so cannot be recovered. Many brush faces (those touching the void, etc.) are removed completely. When decompiling, VMEX uses a simple-minded extrusion of the remaining brush faces (therefore, every face in the map becomes a separate brush). Faces which were not in the original map are covered with the pink "TOOLSINVISIBLE" texture by default.

4. Some maps may produce invalid or missing brushes, poor texture alignment, etc. "Out of memory" errors may occur when loading the .vmf file in Hammer, though these don't seem to cause serious problems.

5. Currently all options on the decompiler are disabled. Later they will be used to tune the output file in various ways. (Update: v0.7 now enables some options).
Last edited by MoOnLiGht on Fri Jun 02, 2006 7:42 pm, edited 1 time in total.
Power User
Posts: 56
Joined: Mon May 15, 2006 4:19 am
Location: Fox in a box

Post by errordotocx »

This map looks like it would be a whole lot of fun to play on. But due to extremely low fps and some of the barricades that don't work. I'm going to wait on installing this on my server until a newer better version comes out...or atleast I hope.
-[Aura]Error.ocx
Image
Media Guru
Posts: 190
Joined: Wed Apr 26, 2006 2:41 am
Location: San Francisco, CA

Post by SauceHelmet »

Perhaps if a new version comes around - optimized, and improvements on some minor bugs, I'll give it a go, I'm worried as it is that with 40 players the FPS will just bomb. I've had it happen on one map in particular, de_abandoned_warehouse (Horrible!)
Image
Uber Elite
Posts: 332
Joined: Mon Apr 24, 2006 4:45 am
Location: Los Angeles

Post by Undisclosed »

This map is alittle bit too human-sided
Uber Elite
Posts: 278
Joined: Wed Apr 26, 2006 3:28 pm
Location: Austin, TX

Post by lex_talionis »

Undisclosed wrote:This map is alittle bit too human-sided
Give zombies only 3-second jetpack, then come back and report :)

Lex
One of them.
Posts: 139
Joined: Sat Apr 29, 2006 2:18 am

Post by personaljihad »

I can decompile this map and fix the fps in 10 minutes.
Uber Elite
Posts: 278
Joined: Wed Apr 26, 2006 3:28 pm
Location: Austin, TX

Post by lex_talionis »

personaljihad wrote:I can decompile this map and fix the fps in 10 minutes.
thanks...please do :D
Power User
Posts: 56
Joined: Mon May 15, 2006 4:19 am
Location: Fox in a box

Post by errordotocx »

Go for it jihad. I would like to add it to my server. Just the low FPS keeps me from doing so. :D
-[Aura]Error.ocx
Image
One of them.
Posts: 139
Joined: Sat Apr 29, 2006 2:18 am

Post by personaljihad »

I'll do it tomorrow, I'll put my name in it and stuff as well.
Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests