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
[url]http://tf2.gamebanana.com/maps/174985[/url]
badwater in zombie form
[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
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 sentryseconded
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 sentryit even has infinite ammo, respawns, and has a fuckton of life
it even has infinite ammo, respawns, and has a fuckton of lifeIf 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.
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.
can we remove zf cube that map sucks so bad everyone will just rtv or leave the server+1
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 toois 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
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.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).
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.
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.:)
I think it might be a little too dark, but I'll toss it into rotation to see how it goes.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 :/ ).
Updated zf_cliff_v2_6 to zf_cliff_v3.
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.
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.