Saxton Hell Forums

Server Discussion => Zombie Hell => Topic started by: VoiDeD on June 16, 2012, 02:38:31 am

Title: Map Rotation / Map Suggestions
Post by: VoiDeD on June 16, 2012, 02:38:31 am
This thread will be used to keep track of the maps added and removed from the ZF rotation.

Feel free to discuss any map suggestions in this thread!

Here's our current map rotation:

Title: Re: Map Rotation
Post by: VoiDeD on June 16, 2012, 08:40:42 pm
I've added the following maps to the rotation:

Quote
zf_4way_v1
zf_compound_b5
zf_halls_of_the_damned_v1
zf_labs_ext_5b
zf_lake_v4
zf_mountainhome_b2
zf_office_v1_3
zf_panic_apartment_b3
zf_rapture_a2
zf_ravine_b1
zf_tunnel_base_v2
zf_yard_v4

I'll be keeping an eye on map ratings to see if these are any good, and I'll remove any lowly rated ones.
Title: Re: Map Rotation
Post by: Shae on June 18, 2012, 08:01:16 am
Zf_topsecret should be updated to its latest version. There's a room with a breakable door that survivors like to camp in and its pretty tough to get through. The updated version adds an air duct in the back that allows zombies to have a second chance of getting inside.
http://gamebanana.com/tf2/maps/118214

Also, there's a few easter eggs for people who can noclip ;)

Is there a way for me to add large pictures on this forum without taking up so much space in the thread?
Title: Re: Map Rotation
Post by: VoiDeD on June 18, 2012, 08:14:21 am
Thanks for the suggestion. I've uploaded the updated version of the map.

As for images, I'm pretty sure you can just use the [img] tag.
Title: Re: Map Rotation
Post by: VoiDeD on July 07, 2012, 04:57:00 pm
Removed zf_manncoscience_v3 from the rotation because jerks keep griefing on it.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on March 03, 2013, 10:07:39 pm
http://tf2.gamebanana.com/maps/172799 (http://tf2.gamebanana.com/maps/172799)
http://tf2.gamebanana.com/maps/163372 (http://tf2.gamebanana.com/maps/163372)
http://tf2.gamebanana.com/maps/166295 (http://tf2.gamebanana.com/maps/166295)
new map got released so here
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on March 03, 2013, 10:17:16 pm
one more
http://tf2.gamebanana.com/maps/165156 (http://tf2.gamebanana.com/maps/165156)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 04, 2013, 07:37:58 pm
Added the following maps to rotation:

zf_fort_b2
zf_labs_remake_b4
zf_expedition_c3
zf_underbase
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on March 04, 2013, 07:38:53 pm
hurray
Title: Re: Map Rotation / Map Suggestions
Post by: Mr. Spyderacs on March 31, 2013, 12:01:41 am
There is quite a few people who want Haunted mansion map pulled because it causes A LOT of people to crash when ever it we play on it
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on March 31, 2013, 12:32:28 pm
Haunted manison had spots where the red team can camp the spawn point of the zombies so yeah it should get pulled since there is spawn camping or make it so red team can not spawn camp the room with the crib
Title: Re: Map Rotation / Map Suggestions
Post by: Knucklejoe on April 03, 2013, 12:37:18 am
Haunted Mansion is built for camping, so I don't see a problem with that. Just have a few people go toxic and everyone else keep attacking.

The map does cause some people to crash, so maybe we should take it off just because of that.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 05, 2013, 01:57:53 pm
Removed zf_HauntedMansion_v1 from the rotation due to client crashes.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 03, 2013, 07:43:47 pm
Updated zf_alpine_b4_2 to zf_alpine_b4_2_fix.

Thanks to h_twenty for fixing it up for us.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on July 19, 2013, 10:01:36 pm
http://tf2.gamebanana.com/maps/175284
updated verison of 4way
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on July 19, 2013, 10:07:06 pm
http://tf2.gamebanana.com/maps/174985
badwater in zombie form
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on July 23, 2013, 02:57:10 am
[url]http://tf2.gamebanana.com/maps/174985[/url]
badwater in zombie form

That looks pretty damn interesting.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 23, 2013, 08:39:27 am
Added zf_badwater_gov to the rotation, and updated zf_4way_v1 to zf_4way_v11.
Title: Re: Map Rotation / Map Suggestions
Post by: g8mer on August 06, 2013, 04:17:58 pm
http://tf2.gamebanana.com/maps/155783 zf_tower-defense seems like a fun team baased map.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on August 06, 2013, 08:57:44 pm
[url]http://tf2.gamebanana.com/maps/155783[/url] zf_tower-defense seems like a fun team baased map.
i think we had that map at once or not but i played on the map its too boring and zombies just use leap get out of the area they are in and shit
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on October 04, 2013, 04:12:16 pm
Can we get rid of ZF_Lumberyard
or at least remove the CP Sentry
that sentry does all the work and it's impossible for zombies to win that map
takes heavy 10 punches to destroy it
infinite ammo
respawns
nearly impossible to get to it without magnetic (not to mention magnetic does not disable it)
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on October 07, 2013, 11:10:50 am
yea that map is bullshit u can be a troll and stay by the sentry with zenlike and shit
Title: Re: Map Rotation / Map Suggestions
Post by: Ever, Greatest on January 08, 2014, 01:48:57 pm
I'd like to nominate this Helm's Deep map, it's remarkably well done, and seems like it could be pretty fun. http://tf2.gamebanana.com/maps/178226 (http://tf2.gamebanana.com/maps/178226)
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on January 08, 2014, 02:12:01 pm
Helm's Deep looks fantastic, would love to see that in the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 08, 2014, 02:56:00 pm
Added zf_helmsdeep_sd_v1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Ever, Greatest on January 08, 2014, 03:29:16 pm
Thanks! I'm curious if you guys have ever run the hypercube map, too. http://tf2.gamebanana.com/maps/158447 (http://tf2.gamebanana.com/maps/158447)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 11, 2014, 04:17:56 pm
Added the following maps to rotation:

zf_panic_mansion_cp
zf_cube_v7
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 11, 2014, 08:24:48 pm
Added the following maps to rotation:

zf_cinema_a2
zf_hideout_b3
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on January 12, 2014, 03:38:01 pm
http://tf2.gamebanana.com/maps/178503 (http://tf2.gamebanana.com/maps/178503)
zf_tunnel_base_v3

http://tf2.gamebanana.com/maps/178582 (http://tf2.gamebanana.com/maps/178582)
zf_egyptmansion_v2


Suggesting the removal of that god awful map zf_cube_v7.
Title: Re: Map Rotation / Map Suggestions
Post by: Ever, Greatest on January 17, 2014, 11:05:43 pm
degroot needs to be removed. The map was designed with melee only in mind, while in ZF demos can happily spam stickies. Massively unbalanced.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 18, 2014, 02:51:01 am
Updated zf_tunnel_base_v2 to zf_tunnel_base_v3.
Updated zf_egyptmansion_v1 to zf_egyptmansion_v2.

Thanks for the updates to the maps! Also apologies for the long delay in getting them into rotation, been somewhat busy with classes.
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on January 18, 2014, 06:42:52 pm
For some reason, the secret ladder I put in for the zombies was invisible. I had to go back and fix it, so if you could re-download egyptmansion and put the new one in, that'd be great.
http://tf2.gamebanana.com/maps/178582 (http://tf2.gamebanana.com/maps/178582)

Sorry! :c
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 18, 2014, 07:05:03 pm
You'd have to rename the map (_v3, etc); clients won't redownload and replace files that they already have downloaded.
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on January 19, 2014, 05:53:05 pm
Yeah I agree, zf_Cube is just awful, 0/5
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 19, 2014, 10:59:29 pm
Updated zf_egyptmansion_v2 to zf_egyptmansion_v2_1.
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on January 21, 2014, 08:18:25 pm
Fixed possibly the worst map-fuck-up I have ever overlooked.

http://tf2.gamebanana.com/maps/178503 (http://tf2.gamebanana.com/maps/178503)

You can thank Ever, Greatest for repoting this. Good thing he caught it earlier. >.>

(I will be inspecting every inch of any map I make to avoid this twice as much before I even think of uploading it.)

Cliff and a couple others will be next.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 22, 2014, 07:26:20 pm
Updated zf_tunnel_base_v3 to zf_tunnel_base_v3_r1.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on January 26, 2014, 09:36:41 am
can we remove zf lumberyard the sentry cant even be knock out by magnetic, u can just camp there with an engineer and just use that sentry
Title: Re: Map Rotation / Map Suggestions
Post by: Ever, Greatest on January 26, 2014, 11:45:49 am
can we remove zf lumberyard the sentry cant even be knock out by magnetic, u can just camp there with an engineer and just use that sentry
seconded
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on January 26, 2014, 12:51:54 pm
can we remove zf lumberyard the sentry cant even be knock out by magnetic, u can just camp there with an engineer and just use that sentry
it even has infinite ammo, respawns, and has a fuckton of life
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on January 26, 2014, 02:09:12 pm
it even has infinite ammo, respawns, and has a fuckton of life
If I learn how to use Hammer, I can make a glass box around the sentry so that it can't hurt people, if that'll help.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 26, 2014, 03:22:06 pm
We can easily remove that sentry with a plugin. It's a key component of the map, though, so is it the best idea to remove something some people might enjoy?
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on January 26, 2014, 06:35:12 pm
If I learn how to use Hammer, I can make a glass box around the sentry so that it can't hurt people, if that'll help.
A glass box. Why not just delete the sentry entity?

We can easily remove that sentry with a plugin. It's a key component of the map, though, so is it the best idea to remove something some people might enjoy?
The sentry gives too much power to the survivors. Period.

We can easily remove that sentry with a plugin. It's a key component of the map, though, so is it the best idea to remove something some people might enjoy?
The survivors will sure as hell enjoy it. But the zombies won't, just remove it.
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on January 26, 2014, 06:37:12 pm
Perhaps someone can make a separate poll thread about the lumbermill sentry cuz im too lazy to do so myself.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on February 05, 2014, 11:27:37 am
can we remove zf cube that map sucks so bad everyone will just rtv or leave the server
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on February 05, 2014, 03:57:52 pm
can we remove zf cube that map sucks so bad everyone will just rtv or leave the server
+1
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 05, 2014, 06:58:46 pm
(http://puu.sh/6LuP1.png) (http://stats.saxtonhell.com/Maps/View?type=zf)

Yea... I've also seen it just simply clear out the server. As neat as I thought it might have been, it doesn't work out.

Removed zf_cube_v7 from the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: 111112oo on February 14, 2014, 03:01:20 pm
http://tf2.gamebanana.com/maps/179134 (http://tf2.gamebanana.com/maps/179134)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on February 16, 2014, 07:03:01 pm
Added zf_biotics_lab_v4 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: ThatOneGuy1337 on March 12, 2014, 11:12:57 am
Now i love zombie fortress, when I'm not playing RPG classics like Oblivion or Mass Effect, I'm playing on this server, and I've played just about every map. I know where all the best hiding spots are and what perks to use, and i would just like to rate how good the maps are. Hopefully you can remove my suggested maps from the rotation.


zf_4way_v11 -
zf_alpine_b4_2_fix - A very pro-zombie map. Not fun for suvivors. I have never witnessed any survivors get past the middle point. Removing is optional.
zf_asylum_b2 - a VERY good map, for zombies and survivors.
zf_badwater_gov - Not a good zombie map to begin with. Remove please.
zf_biotics_lab_v4
zf_blockade_b2.1 - One of the very first maps I've ever played for ZF, way back in 2010. still love it.
zf_christmas_panic_v1 - Simple, both zombies and humans have equal chances of winning.
zf_cinema_a2 - Decent. Zombies are more likely to win.
zf_cliff_v2_6 - The first map I won by not hiding and actually helping my team. Good for learning teamwork.
zf_compound_b5 -
zf_cp_gravelpit - Remove it.
zf_cp_volcano_b1_c - Classic map.
zf_degrootkeep_v3w - Only played once, not a decent map.
zf_desertyard_v2 -
zf_dustbowl_b4 - Even though it is scrictly pro-zombie, its very, very fun. Classic.
zf_egyptmansion_v2_1 - Very simple and yet both teams have an equal chance to win. The Turbine of the ZF.
zf_expedition_c3 - Pro-Zombie, but like Dustbowl, still very fun.
zf_farm_field_v2_a1 - Hardly got to play on it, but it has many places to hide as a survivor.
zf_fortress_v4 - Medicore. Not so fun as survivors or zombies.
zf_fort_b2 - GOOD GOD! THIS IS POSSIBLY THE WORST MAP I'VE PLAYED FOR ZOMBIES! Remove it please!
zf_halls_of_the_damned_v1 - Over Rated. Strictly pro-zombie.
zf_helmsdeep_sd_v1 - Would make a very good non-zf map. Still a very good ZF map.
zf_hideout_b3 - Pro-Zombie. I've played with Jking and Elesqo and I've never seen anyone win on survivor.
zf_industry_rc1_cpless
zf_industry_v2_1b2
zf_labs_ext_5b - Basically a reskinned alpine. Not good.
zf_labs_remake_b4 - Like dustbowl.
zf_lake_v4 - Classic map. Lots of chokepoints and hundreds of stragies.
zf_lumberyard_v17 - poorly done map. Not that good, remove please.
zf_maze_v4_5 - Hard if you're not a god survivor, but if you're experinced it can be won easily.
zf_mountainhome_b2 - Classic, LOTS of places to hide and LOTS of places to hole up and make a survivor base.
zf_office_v1_3
zf_outsetisland_v1_fix - No good places to hide, no good places to make a stand.
zf_panic_apartment_b3 - Lots of possiblities. Both teams have an equal chance at winning.
zf_panic_mansion_cp - Badly made but fun. Lots of places to hide or make a stand, and the zombies have jsut as much of a chance to win.
zf_panic_v5
zf_Police_station_II - A very underrated map. Lots of possiblities and hiding spots.
zf_rapture_a2 - Terrible. Remove please.
zf_ravine_b1 - Why do they turn valve maps into ZF maps? it doesnt make sense. Remove please.
zf_stinks - Pro zombie, and theres only one good place to hide. very fun though.
zf_topsecret_v2
zf_tunnel_base_v3_r1
zf_underbase - One of the very few maps that i am bad at. Needs many players on both sides to be fun. But when you do, it is a blast.
zf_volcanoevac_v7 - Very zombie biased. Very hard to get up the ladders in the sand pile.
zf_yard_v4 - My favorite ZF map.

Ones that I left blank are ones that i could not remember off the top of my head. :P
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on March 12, 2014, 01:05:15 pm
Now we can't remove maps based on just one person's feelings about the map in question, a lot of other people enjoy some of the maps you hate.
They have to be really bad like zf_cube where everybody hates it. :P
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 30, 2014, 07:08:47 pm
Added zf_warhead_mesa_alpha to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on March 31, 2014, 12:41:09 pm
Updated zf_warhead_mesa_alpha to zf_warhead_mesa_b1.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 07, 2014, 06:39:18 pm
Looks like we're getting many clients that somehow have differing versions of zf_volcanoevac_v7 (and are thus unable to connect when the map is being played), so I've renamed the map to zf_volcanoevac_v7_sxh.
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on May 08, 2014, 04:08:49 pm
can we remove zf fort it has a promblem with some people and frame lag, i get alot of frame lag when im on that map and others are getting it too
Title: Re: Map Rotation / Map Suggestions
Post by: Lunacy on May 08, 2014, 04:53:38 pm
can we remove zf fort it has a promblem with some people and frame lag, i get alot of frame lag when im on that map and others are getting it too
is it the lights? the flickering lights used to give me problems but then the lights got fixed and now i don't lag on that map
Title: Re: Map Rotation / Map Suggestions
Post by: BoBoBo-Bo Bo-BoBoBo on May 08, 2014, 07:22:30 pm
it gives me more frame rate lag then trainsawlaser and its not hte lights
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on August 02, 2014, 07:51:26 pm
These two lovelies I've been working on:

zf_cliff_v3 (http://tf2.gamebanana.com/maps/182159)
zf_cliff_v3_day (http://tf2.gamebanana.com/maps/182163)

Also get rid of degroot keep. It favors the survivors WAY too much. Zombies win 1/5 times or less.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 03, 2014, 07:05:22 am
zf_cliff_v3 ([url]http://tf2.gamebanana.com/maps/182159[/url])
zf_cliff_v3_day ([url]http://tf2.gamebanana.com/maps/182163[/url])


I'm assuming you'd rather we added the non-day version? Since zombies and all.
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on August 03, 2014, 02:50:27 pm
I'm assuming you'd rather we added the non-day version? Since zombies and all.
Well I thought some people may not like the night version, that they'd prefer to stick to the day-timed one like the previous version, so I suggested both versions. The day version is exactly the same as the night one, but just during the day. If you think its unnecessary, then I guess only add the night one (cliff_v3).
Title: Re: Map Rotation / Map Suggestions
Post by: Punishment_Fatal on August 03, 2014, 03:05:07 pm
Well I thought some people may not like the night version, that they'd prefer to stick to the day-timed one like the previous version, so I suggested both versions. The day version is exactly the same as the night one, but just during the day. If you think its unnecessary, then I guess only add the night one (cliff_v3).
I personally like the night version as turning of the lights will give survivors and zombies alike more of a challenge as both will be harder to find.
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on August 03, 2014, 04:17:54 pm
I personally like the night version as turning of the lights will give survivors and zombies alike more of a challenge as both will be harder to find.
:)

And Voidy, just add the night version, if people complain n stuff, I'll re-suggest the day version...
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 03, 2014, 08:04:37 pm
I think it might be a little too dark, but I'll toss it into rotation to see how it goes.

Updated zf_cliff_v2_6 to zf_cliff_v3.
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on August 03, 2014, 10:56:26 pm
I think it might be a little too dark, but I'll toss it into rotation to see how it goes.

Updated zf_cliff_v2_6 to zf_cliff_v3.
I don't think its too dark, but a few people have been complaining about that so I guess it'd be great if you could also add the day version (seriously though, don't remove the night one, I like it :/ ).
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 03, 2014, 11:24:37 pm
I don't see much reason to have 2 of essentially the same map in rotation, so I'll keep the night version in for now. If you want to make the next version a little lighter, that'd be good.
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on August 04, 2014, 03:41:38 am
I don't see much reason to have 2 of essentially the same map in rotation, so I'll keep the night version in for now. If you want to make the next version a little lighter, that'd be good.

You're right. I've done just that:
http://tf2.gamebanana.com/maps/182159 (http://tf2.gamebanana.com/maps/182159)
(the screenshots aren't updated cuz Im lazy.)
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 04, 2014, 09:26:20 pm
Updated zf_cliff_v3 to zf_cliff_v3_r1.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 06, 2014, 12:36:02 am
Updated zf_cliff_v3_r1 to zf_cliff_v3_r2.
Title: Re: Map Rotation / Map Suggestions
Post by: h_twenty on August 19, 2014, 09:08:16 pm
http://tf2.gamebanana.com/maps/182444 (http://tf2.gamebanana.com/maps/182444)

zf_stinks_v2
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on August 20, 2014, 04:27:23 pm
Updated zf_stinks to zf_stinks_v2.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 25, 2014, 03:07:14 pm
Renamed zf_blockade_b2.1 to zf_blockade_b2_1 to fix an issue with map downloads not working correctly.
Title: Re: Map Rotation / Map Suggestions
Post by: LilithReiNightShade on November 25, 2014, 04:50:25 pm
Alright... This is going to be a long one.

I would HOPE that the voice of reason can cause the following maps to be REMOVED from Rotation.

First. We have zf_badwater_gov. This map was made to be a capture the flag map, but it is hardly worth even playing. Whilst not as bad as some of the maps i will be listing, the premise is long to be done, requires teamwork (not that, that is a bad thing.) but most importantly, requires INSTRUCTIONS that are not THERE. Namely, taking the intelligence to a wooden board in front of the original survivor spawn, although there are signs that point there, very few survivors actually win because of the fact that they don't know what to do with the intelligence unless told by another player.

Next, we have the other CTF map. zf_fort_b2. This map is not just bad. It's HORRIBLY DESIGNED. There are missing textures at places, the map causes its own LAG, not server lag, the map literally causes itself to lag for reasons currently unknown to me, resulting in slight player teleportation instead of walking animations, etc. Then there is the UNEXPLAINED method of delivering the intel, there is not even a sign to tell. You are supposed to knock down the boards at the beginning, and put the intel on the train by hopping on it. This is very obscure, and most don't win unless they have this forward knowledge.

*continued in second post*
Title: Re: Map Rotation / Map Suggestions
Post by: LilithReiNightShade on November 25, 2014, 04:56:29 pm
Third... And Rather long in its time of demise. Is zf_lumberyard_v17. Although it was balanced with removing the central sentry gun, its still an unbalanced map for survivors, only now its the zombies that gain the balance, as the ability to destroy the main source of healing and ammo for the survivors, and they all they have to do to get 'easy pickings' is destroy both the big doors that keep the survivors safe, although the energy barriers do help, its easy for a large swarm of zombies to merely overwhelm WITH VERY LITTLE CHANCE at survivors being able to hold off just because their health and ammo are literally now DEATH, by pit. Combine that with a rather ludicrous time limit, and... Ugh. Its just bad.

Then we have the BIG ONE. The Granddaddy of all this stupid shit. I'd say Alpine, but that map... its a fun map, despite my hatred of it, this one is much more pressing than the map that actual teamwork can be done with some ease.

I mean zf_dustbowl_b4. And it's not even the worst offender. But its number 2 for a reason. The map is so heavily unbalanced in the favor of zombies its not even funny. It takes teamwork beyond what can be expected of nearly any GOOD, not great, but good at the game and ZF in general, player. The Zombie Spawns are everywhere, the time limit is decent, but there are too many control points, insanely long capture times, and the zombies rarely have a problem, even with friend medic pairs.

*continued in third post with the final offender.*
Title: Re: Map Rotation / Map Suggestions
Post by: LilithReiNightShade on November 25, 2014, 05:04:51 pm
Alright. the Final offender is zf_degrootkeep_v3w. This map is near WHOLLY hated by ZF players due to how unbalanced it is for Survivors. The Map has a glitch spot off the B cap where one can stand freely on a platform in the rocks, and this alone makes it near impossible for zombies to win, as one stash or zenlike demoman (the only class that can readily make it over.) can easily destroy all opposition that comes over due to the leap penalties it entails to get over. Combine that with easily camped points, the survivors have stickies, rockets, etc. The Zombies can RARELY cap both points, and rarely make use of the time they get to come inside and kill survivors. Furthering this is the fact that the zombies cannot jump off the top of Degrootkeep like the survivors, they have to suicide to get out if the gate is not open. Which means the only effective strategy for repeat attacks is laying a hunter spawn inside. This is impractical and very limiting. The time limit is also very SHORT compared to the effort it can take to kill the survivors. As just a few demoman can INDEFINATELY hold out on top of the keep by sticky camping the points and never letting up. Making capture near impossible even with an all-out swarming effort.

I don't think anymore persuasion is needed. degrootkeep on ZF should be removed period, it should have this priority over all the other maps i've listed.

Thank you for your time in reading these three posts.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 25, 2014, 10:19:48 pm
Added the following maps to the rotation:

zf_chillchain_b1
zf_tower_cp_b2
zf_rocket_a2
zf_siberia_a4
zf_mine_b2
zf_drain_a1
zf_harbour_a1
zf_desert_b2
zf_twilight_v3_pk
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 26, 2014, 11:15:04 pm
Added zf_coyote_b6 and zf_canyon_fix_gfl to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 27, 2014, 05:18:17 pm
Added zf_sky_temple and zf_space_mission to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 27, 2014, 05:58:46 pm
Updated zf_yard_v4 back to the older version, zf_yard_v3.

Removed the following maps from rotation due to performance issues or low map ratings:

zf_fort_b2
zf_degrootkeep_v3w
zf_badwater_gov
zf_lumberyard_v17
Title: Re: Map Rotation / Map Suggestions
Post by: Serris on November 29, 2014, 09:07:12 pm
I just wanted to thank y'all for the maplist additions, they've injected new blood into one of my servers and I'm very grateful for that.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 30, 2014, 06:14:41 pm
Added the following maps to the rotation:

zf_isaac_v1_7
zf_abased_sp2
zf_cp_ghost_town_v1_intox
zf_hotel_rm3b_ig
zf_logfort_v5
zf_ranch_v5
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 17, 2014, 06:55:45 pm
Added the following maps to the rotation:

zf_pen15_v2
zf_turtle_attack_v5
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 17, 2014, 07:00:28 pm
Removed zf_cp_ghost_town_v1_intox from the rotation due to low map ratings.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 19, 2015, 07:46:00 pm
Added the following maps to the rotation:

zf_somethingorother_fix2
zf_floatingcity_v3a_ig
zf_panic2014_v3
zf_headquarters_v2_fix1
zf_woodland_v1a_intox

Updated zf_panic_apartment_b3 to zf_panic_apartment_sp1_ig.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on April 04, 2015, 09:56:16 pm
Added zf_port_v2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: Reshy on September 15, 2015, 08:53:51 am
zf_warhead seems to have a broken door that locks the survivors in the spawning area without any health or ammo kits.

zf_isaac is unwinnable for survivors if they pick up the Polaroid either intentionally or by accident.

zf_logfort has an exploit where zombies can leave hunter marks on unreachable roofs above survivors (http://steamcommunity.com/sharedfiles/filedetails/?id=518739649), letting them attack survivors immediately with impunity and is generally poorly balanced, lacking in supply kits and cover.  I actually went and counted and there are only 3 health and ammo kits, all of which are small and very spread out. 

zf_harbor is a poorly balanced attack/defense map where the zombies have spawns within 10ft (http://steamcommunity.com/sharedfiles/filedetails/?id=518737201) of the first two caps, there is a complete lack of cover in the map, and nearly no health or ammo kits.  The control points are all in wide-open spaces without any real cover for them.  This basically allows (again) hunters to place spawn markers behind their spawn locations and get in and kill players with impunity.  The map also has a distressing lack of pick-ups (a single medium ammo kit and small health kit for A and a small health and ammo kit for B).  Overall the result is that survivors have yet to win any rounds in the times I have played it.  Not even once.
Title: Re: Map Rotation / Map Suggestions
Post by: LilithReiNightShade on September 15, 2015, 12:36:14 pm
zf_warhead seems to have a broken door that locks the survivors in the spawning area without any health or ammo kits.

zf_isaac is unwinnable for survivors if they pick up the Polaroid either intentionally or by accident.

zf_logfort has an exploit where zombies can leave hunter marks on unreachable roofs above survivors ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=518739649[/url]), letting them attack survivors immediately with impunity and is generally poorly balanced, lacking in supply kits and cover.  I actually went and counted and there are only 3 health and ammo kits, all of which are small and very spread out. 

zf_harbor is a poorly balanced attack/defense map where the zombies have spawns within 10ft ([url]http://steamcommunity.com/sharedfiles/filedetails/?id=518737201[/url]) of the first two caps, there is a complete lack of cover in the map, and nearly no health or ammo kits.  The control points are all in wide-open spaces without any real cover for them.  This basically allows (again) hunters to place spawn markers behind their spawn locations and get in and kill players with impunity.  The map also has a distressing lack of pick-ups (a single medium ammo kit and small health kit for A and a small health and ammo kit for B).  Overall the result is that survivors have yet to win any rounds in the times I have played it.  Not even once.



I may not post here often, but let me give you the lowdown on each.


zf_warhead_mesa's door shouldn't be broken, as far as i've known the map has not ever been updated, and the door works by a survivor standing in the marked area in front, at which point it will slowly open. If there's any problem, my only recommendation is to have the Admin update the map with a different version. Until that happens, should the door be 'jammed' persay, just don't use pyros unless you have supplier and a medic. Otherwise, rely on explosive jumping, sentry wrangling, or other such tactics to skirt the wall.

zf_issac cannot be fixed, the particle effects for the polaroid are simply missing or unusable. The only thing one can do is inform everyone on server of the problem and pray nobody picks it up, it's primary spawn location is in the Depths section of the map behind a breakable wall, usually on a pedestal or floating. The map itself overall is fine, its just that these missing particle effects break the cathedral.

zf_logfort is more of a teamwork driven map. Although I am personally not its largest fan, the problem is remedied by survivors using the lower sections as cover from hunters, and a good team with at least 1 medic of holy-user, and a supplier, makes for a simple victory if one closes themselves in, but not so much as to be affected by sick or tar.

zf_harbor is a map where really the teamwork portion needs to come into play. Don't bullrush over to the first two points unless you know you can put up a good defense. In any case, don't spread yourselves thin, or it'll just be hunters. For the matter, bring along a supplier or two if the ammo becomes a problem. Basic ZF survival rules also apply, but if you find yourselves unable to win. Attempt to hold the last control point instead. It's easily defendable even if no one stands on it due to the open ended nature of it. I've beaten the map plenty of times myself as both sides, and most of the time the RED team wins by a good dose of Teamwork. Sadly, that seems to be lacking these days in alot of teams.
Title: Re: Map Rotation / Map Suggestions
Post by: Reshy on September 15, 2015, 02:18:41 pm
ZF_Compound allows zombies to escape spawn before the setup ends, I think this version is different from the previous one.  It contains several edits that weren't in existence before and seems more messy than it once was on older versions.  Maybe someone else took over editing of it, but currently it's broken due to zombies being able to escape spawn early.  If an earlier version with the functional spawn doors can be found I would recommend using that.




I may not post here often, but let me give you the lowdown on each.


zf_warhead_mesa's door shouldn't be broken, as far as i've known the map has not ever been updated, and the door works by a survivor standing in the marked area in front, at which point it will slowly open. If there's any problem, my only recommendation is to have the Admin update the map with a different version. Until that happens, should the door be 'jammed' persay, just don't use pyros unless you have supplier and a medic. Otherwise, rely on explosive jumping, sentry wrangling, or other such tactics to skirt the wall.

zf_issac cannot be fixed, the particle effects for the polaroid are simply missing or unusable. The only thing one can do is inform everyone on server of the problem and pray nobody picks it up, it's primary spawn location is in the Depths section of the map behind a breakable wall, usually on a pedestal or floating. The map itself overall is fine, its just that these missing particle effects break the cathedral.

zf_logfort is more of a teamwork driven map. Although I am personally not its largest fan, the problem is remedied by survivors using the lower sections as cover from hunters, and a good team with at least 1 medic of holy-user, and a supplier, makes for a simple victory if one closes themselves in, but not so much as to be affected by sick or tar.

zf_harbor is a map where really the teamwork portion needs to come into play. Don't bullrush over to the first two points unless you know you can put up a good defense. In any case, don't spread yourselves thin, or it'll just be hunters. For the matter, bring along a supplier or two if the ammo becomes a problem. Basic ZF survival rules also apply, but if you find yourselves unable to win. Attempt to hold the last control point instead. It's easily defendable even if no one stands on it due to the open ended nature of it. I've beaten the map plenty of times myself as both sides, and most of the time the RED team wins by a good dose of Teamwork. Sadly, that seems to be lacking these days in alot of teams.


ZF_Warhead_Mesa's door wouldn't open when we did that, so we got killed like that twice before the map was RTV'd.

If ZF_Isaac the map is broken, why have it on the server?  Did the map developer just drop it?  I know it looks pretty, but if the map isn't winnable that's not... good.

ZF_Logfort is a fairly bad map, let's just call it like it is.  If the survivors use the lower sections the hunters will just move down their spawn markers, which solves nothing.  I played that map at least three times now (multiple rounds per session) and it's nigh unwinnable even with a coordinated team.  At least, with what players there were at the time.

ZF_Harbor is also fairly bad, it lacks pickups and cover, the control points are too small so you have to sit directly on it; and the final point is basically indefensible.  That's not good design.  I've tried tackling this with my friends before, and yet that big fat 0 still hangs over the red's winnings.  If you can manage to win it then kudos to you, but if it happens then it's rare.  I myself, nor have my friends (all of which are at least competent at stock tf2) have been able to manage it.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 15, 2015, 02:11:49 pm
Removed zf_ravine_b1 from rotation due to server crashes.
Title: Re: Map Rotation / Map Suggestions
Post by: Lucidly Awake on April 30, 2016, 07:55:42 pm
please remove mine

zombies spawn on top of survivors with their spawn protection on and its impossible to move thru the wall of zombies
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 01, 2016, 09:28:40 pm
If the problem is spawn protection, shouldn't disabling it be a better approach than removing the map?
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 05, 2016, 07:33:45 pm
Updated zf_cliff_v3_r2 to zf_cliff_v3_day to hopefully help with client crashes.
Removed zf_desert_b2 from rotation due to client crashes.

Added zf_warehouse_b1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 08, 2016, 05:55:28 pm
Downgraded zf_compound_b5 to zf_compound_b4.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on October 22, 2016, 07:56:17 pm
Removed zf_cliff_v3_day from rotation due to continued client crashes.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 12, 2016, 11:53:09 am
Updated zf_drain_a1 to zf_drain_remake_v4.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 27, 2016, 02:40:33 pm
Added zf_trainmg_v1_31 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 03, 2017, 09:10:22 pm
Added zf_overlord_b1 to the rotation.

Apologies for the delay on this one, been a busy couple days with the holidays.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on January 15, 2017, 07:03:34 pm
Added zf_toyfortressnight_v10 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 29, 2017, 03:26:55 pm
Added the following maps to rotation:

zf_nighttower_v1a
zf_silenthill
zf_under_lumberyard_a1_04
zf_valleyoffices_a1
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on May 30, 2017, 06:46:57 pm
Downgraded zf_nighttower_v1a to version zf_nighttower_v1_21.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on June 28, 2017, 08:15:25 pm
Added the following maps to rotation:

zf_warning_a01
zf_woodfort_b2
zf_mall_b5
zf_dest_nuke_v2
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on July 13, 2017, 10:36:14 pm
Updated zf_pen15_v2 to zf_pen15_v10.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 17, 2017, 04:54:41 pm
Updated zf_warehouse_b1 to zf_warehouse_b2.

Added zf_harvestfield_b2 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 25, 2017, 12:23:55 pm
Added zf_festive_yard_v1 to the rotation.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on December 26, 2017, 07:18:48 pm
Updated zf_festive_yard_v1 to zf_festive_yard_v1_hotfix.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on November 29, 2018, 09:12:10 pm
Updated zf_festive_yard_v1_hotfix to zf_festive_yard_v2.
Title: Re: Map Rotation / Map Suggestions
Post by: VoiDeD on September 25, 2019, 07:21:23 pm
Removed zf_toyfortressnight_v10 from rotation due to server crashes.